chore: clean

This commit is contained in:
TheGiddyLimit
2026-06-09 22:20:47 +01:00
parent aa098be5aa
commit 23da9c1d3e
4 changed files with 613 additions and 613 deletions
@@ -5,7 +5,7 @@
{
"json": "IRKBnB",
"abbreviation": "IRK:BnB",
"full": "Iron Kingdoms: Requiem Borderlands & Beyond",
"full": "Iron Kingdoms: Requiem \u2014 Borderlands & Beyond",
"url": "https://privateerpress.com",
"version": "1.0.0",
"authors": [
@@ -589,7 +589,7 @@
],
[
3,
"Guardian. Fighting means more than victoryit means survival of my kin. (Good)"
"Guardian. Fighting means more than victory\u2014it means survival of my kin. (Good)"
],
[
4,
@@ -677,7 +677,7 @@
],
[
6,
"North, south, east, westthese are no help to me, as I lose my bearings all the time."
"North, south, east, west\u2014these are no help to me, as I lose my bearings all the time."
]
]
}
@@ -2070,7 +2070,7 @@
},
{
"type": "entries",
"name": "Tier 1 Cattle Rustlers",
"name": "Tier 1 \u2014 Cattle Rustlers",
"entries": [
"{@b Hideout.} You maintain a small camp somewhere in the scrubland or in a cave in the shadow of the mountains. Here you tend to whatever steeds and animals you have captured. You have tents for sleeping and a place where you stash your ill-gotten gains.",
"{@b Lay of the Land.} You can scout the lands around you and gather information from other locals and travelers about potential marks. Spending downtime to gather such information requires an expenditure of {@dice 1d4} gp, which goes toward bribes and drinks. Gathering information takes {@dice 1d4} days.",
@@ -2079,7 +2079,7 @@
},
{
"type": "entries",
"name": "Tier 2 Highway Bandits",
"name": "Tier 2 \u2014 Highway Bandits",
"entries": [
"{@b Bandits.} Novices and new recruits seek out your group to learn your ways and make a life for themselves. You gain {@dice 1d4} hirelings with a challenge rating of 1/4 or lower.",
"{@b Improved Steeds.} While you are riding your steed, attack rolls targeting your mount are made with disadvantage.",
@@ -2088,7 +2088,7 @@
},
{
"type": "entries",
"name": "Tier 3 Feared Raiders",
"name": "Tier 3 \u2014 Feared Raiders",
"entries": [
"{@b Additional Camps.} Your company maintains {@dice 1d4} extra campsites where supplies are stashed in case you need to flee your regular camp.",
"{@b Bandit Kings.} Your company gains {@dice 2d8} hirelings with a challenge rating of 1/2 or lower. Half these new recruits have mounts with a challenge rating of 1/4 or lower.",
@@ -2097,7 +2097,7 @@
},
{
"type": "entries",
"name": "Tier 4 Lords of the Badlands",
"name": "Tier 4 \u2014 Lords of the Badlands",
"entries": [
"{@b Hardened Killers.} The number of hirelings you can have increases by {@dice 2d4}, and your hirelings can have a challenge rating of 1 or lower. These new recruits ride on mounts with a challenge rating of 1/2 or lower.",
"{@b Tithes.} You claim a tithe of 200 gp a month from groups of raiders engaging in smaller actions."
@@ -2135,7 +2135,7 @@
},
{
"type": "entries",
"name": "Tier 1 Ostlers",
"name": "Tier 1 \u2014 Ostlers",
"entries": [
"{@b Caravan.} You have {@dice 2d3} wagons large enough to carry goods or a single laborjack, with enough draft animals to pull them. Alternatively, you have {@dice 3d6} mules and draft animals to carry your cargo.",
"{@b Iron Road Tongue.} You can replace one language you gain from your race or background with Iron Road Tongue. You learn Iron Road Cant, which you can use to pass along secret messages by speaking in code or carving runes. Deciphering the cant requires tools or magic (DC 15 Wisdom (Perception) to notice it).",
@@ -2144,7 +2144,7 @@
},
{
"type": "entries",
"name": "Tier 2 Seasoned Traders",
"name": "Tier 2 \u2014 Seasoned Traders",
"entries": [
"{@b Laborers.} You gain your choice of {@dice 2d4} hirelings with a challenge rating of 1/4 or lower or a clapped-out steamjack and a carriage with fuel for it.",
"{@b Regular Income.} You can claim a steady income of 100 gp after taxes and can buy new stock to trade at the next town."
@@ -2152,15 +2152,15 @@
},
{
"type": "entries",
"name": "Tier 3 Merchants of the Iron Roads",
"name": "Tier 3 \u2014 Merchants of the Iron Roads",
"entries": [
"{@b Caravanserai.} You know the location of {@dice 1d4} caravanseraiplaces along the main trade routes that provide stables, accommodations, and protection. You can easily take long rests at these locations and can withdraw money owed to you or take out up to 200 gp in credit.",
"{@b Heavy Metal Merchants.} You gain a light laborjacka Forager class 'jack with a cupernum-grade cortex."
"{@b Caravanserai.} You know the location of {@dice 1d4} caravanserai\u2014places along the main trade routes that provide stables, accommodations, and protection. You can easily take long rests at these locations and can withdraw money owed to you or take out up to 200 gp in credit.",
"{@b Heavy Metal Merchants.} You gain a light laborjack\u2014a Forager class 'jack with a cupernum-grade cortex."
]
},
{
"type": "entries",
"name": "Tier 4 Grand Caravan",
"name": "Tier 4 \u2014 Grand Caravan",
"entries": [
"{@b Greasing the Gears.} You gain a +2 bonus on Wisdom (Insight) checks and Charisma (Persuasion) checks.",
"{@b Money Makes the World Go 'Round.} You have a regular monthly income after taxes of 500 gp."
@@ -2197,7 +2197,7 @@
},
{
"type": "entries",
"name": "Tier 1 Tribal Woodsmen",
"name": "Tier 1 \u2014 Tribal Woodsmen",
"entries": [
"{@b Encampment.} You have a well-built collection of shacks where you can rest, house your mounts, and store food, equipment, and livestock.",
"{@b The Kulgat Oath.} All members of your kriel are assumed to have formed around this blood ritual. You have advantage on ability checks related to social situations when you meet a stranger who is related by blood or oath to the kriel's trollkin.",
@@ -2206,7 +2206,7 @@
},
{
"type": "entries",
"name": "Tier 2 Clansmen",
"name": "Tier 2 \u2014 Clansmen",
"entries": [
"{@b Shrine.} You can research the temple scrolls as a downtime activity (at least 8 hours). After this time, you can choose one 1st-level spell you know and replace it with another one from the appropriate spell list. Fell callers who engage in this downtime gain a bonus use of their Fell Call feature for the next 24 hours.",
"{@b Tribe.} You gain {@dice 1d4} hirelings willing to defend your home. Hirelings must have a challenge rating of 1/4 or lower."
@@ -2214,7 +2214,7 @@
},
{
"type": "entries",
"name": "Tier 3 Kriel Warriors",
"name": "Tier 3 \u2014 Kriel Warriors",
"entries": [
"{@b Kuar.} A druid who spends time here can replace one known spell of 3rd level or lower with another from the druid spell list and can produce a 1st-level spell scroll. Additionally, a character who spends {@dice 1d6} days of training and 50 gp of material can attempt an animus shaping on a warbeast.",
"{@b Warriors of the Land.} You gain {@dice 1d6} hirelings with a challenge rating of 1 or lower."
@@ -2222,7 +2222,7 @@
},
{
"type": "entries",
"name": "Tier 4 Legends Writ Upon the Stones",
"name": "Tier 4 \u2014 Legends Writ Upon the Stones",
"entries": [
"{@b Masters of the Beasts.} Your company now breeds warbeasts. You can bond with one additional warbeast you share a resonance with.",
"{@b A Song of Stone and Thunder.} When interacting with others, you can replace Charisma (Persuasion) and Charisma (Intimidation) checks with Strength (Athletics) checks. In addition, you can perform a number of extra fell calls equal to your Strength modifier."
@@ -2266,7 +2266,7 @@
},
{
"type": "entries",
"name": "Tier 1 Poachers",
"name": "Tier 1 \u2014 Poachers",
"entries": [
"{@b Camp.} You have access to regular hunting grounds, tents, a large cauldron for cooking and brewing, and a modest collection of alchemical ingredients. You can craft an extra alchemical item during a short or long rest.",
"{@b Hunting Grounds.} You can replace one proficiency from your race or background with proficiency in the Survival skill."
@@ -2274,7 +2274,7 @@
},
{
"type": "entries",
"name": "Tier 2 Skilled Hunters",
"name": "Tier 2 \u2014 Skilled Hunters",
"entries": [
"{@b Well-Stocked Provisions.} If you spend at least 8 hours in camp researching, you can choose one common formula you know and replace it with another, or choose one 1st-level spell you know and replace it with another from your spell list. After a long rest at your camp, you regain two uses of your field alchemy kit.",
"{@b Whipper-In and Kenneler.} You gain {@dice 1d8} hirelings who act as kennelers and whipper-ins. Hirelings must have a challenge rating of 1/4 or lower."
@@ -2282,7 +2282,7 @@
},
{
"type": "entries",
"name": "Tier 3 Big Game Hunters",
"name": "Tier 3 \u2014 Big Game Hunters",
"entries": [
"{@b Improved Provisions.} As a downtime activity, a member can choose one known uncommon formula/talisman and replace it with one uncommon formula/talisman or two common formulas/talismans. After a long rest at camp, you regain five uses of your field alchemy kit.",
"{@b Trophy Hunters.} You gain a +2 bonus to Charisma (Persuasion) checks when dealing with other alchemists and bone grinders."
@@ -2290,7 +2290,7 @@
},
{
"type": "entries",
"name": "Tier 4 Monster Slayers",
"name": "Tier 4 \u2014 Monster Slayers",
"entries": [
"{@b Master Alchemists.} When interacting with others, you can replace Charisma (Intimidation) and Charisma (Persuasion) checks with Intelligence (Arcana) checks.",
"{@b Monster Slayers.} Once per turn, you can add your Wisdom modifier to your attack roll against a Large or larger creature. In addition, you have advantage on saving throws against being frightened by Large or larger creatures."
@@ -2300,7 +2300,7 @@
"type": "entries",
"name": "Quirks",
"entries": [
"Roll or choose a quirk: (1) Your company is a ragtag collection of hunters and bone grinders from other tribes; (2) Your company was founded after you defeated a savage beast that was raiding a village; (3) You were originally outriders and scouts for your tribe, but you returned to find many of your people dead; (4) Your company was formed by a notable patron who calls upon you at inopportune moments; (5) One of your founding members left after you discovered them stealing and poachingthey are now a sworn enemy; (6) Your company follows a peculiar tradition and wears a unique pendant from the time of the Molgur; (7) Your company is followed by a small annoying creature that steals items but acts as an early warning; (8) Your company has existed for decades, passing down hunting grounds through family bloodlines; (9) Your company was founded during a great ritual meal; (10) The fleeing skorne forces have left vast swathes of land unclaimed, creating prime hunting grounds."
"Roll or choose a quirk: (1) Your company is a ragtag collection of hunters and bone grinders from other tribes; (2) Your company was founded after you defeated a savage beast that was raiding a village; (3) You were originally outriders and scouts for your tribe, but you returned to find many of your people dead; (4) Your company was formed by a notable patron who calls upon you at inopportune moments; (5) One of your founding members left after you discovered them stealing and poaching\u2014they are now a sworn enemy; (6) Your company follows a peculiar tradition and wears a unique pendant from the time of the Molgur; (7) Your company is followed by a small annoying creature that steals items but acts as an early warning; (8) Your company has existed for decades, passing down hunting grounds through family bloodlines; (9) Your company was founded during a great ritual meal; (10) The fleeing skorne forces have left vast swathes of land unclaimed, creating prime hunting grounds."
]
}
]
@@ -2327,7 +2327,7 @@
},
{
"type": "entries",
"name": "Tier 1 Echoes of Scyrah",
"name": "Tier 1 \u2014 Echoes of Scyrah",
"entries": [
"{@b Arcanist Armorer.} You receive a 10 percent discount on costs to repair your weapons and gear with a trusted arcanist weaponsmith.",
"{@b Mercenary Charter.} Your company holds a mercenary charter allowing you to legally fight within the borders of the Iron Kingdoms. The charter details civilian treatment, loot distribution, and contract obligations. Contracts are worth no more than 200 gp at this tier.",
@@ -2336,7 +2336,7 @@
},
{
"type": "entries",
"name": "Tier 2 Shadows of Scyrah",
"name": "Tier 2 \u2014 Shadows of Scyrah",
"entries": [
"{@b Forgotten of Scyrah.} You gain your choice of {@dice 1d6} hirelings with a challenge rating of 1/2 or lower, or a myrmidon with a challenge rating of 4 or lower that will require time and money to bring up to full working order.",
"{@b Mementos of Scyrah.} An Iosan arcanist who finishes a long rest at camp and meditates in the presence of the relics can choose one spell of 1st or 2nd level and replace it with another from the warcaster spell list, or produce a spell engine that can generate {@dice 1d4} 2nd-level spells."
@@ -2344,7 +2344,7 @@
},
{
"type": "entries",
"name": "Tier 3 Wraiths of Scyrah",
"name": "Tier 3 \u2014 Wraiths of Scyrah",
"entries": [
"{@b Eyes of Lacyr.} When you make a death saving throw at the start of your turn, you have advantage on the roll. You can't use this effect again until you finish a short or long rest.",
"{@b Trained Soldiers.} You gain {@dice 1d10} hirelings with a challenge rating of 1 or lower who act as privates and {@dice 1d4} hirelings with a challenge rating of 2 or lower who act as sergeants."
@@ -2352,7 +2352,7 @@
},
{
"type": "entries",
"name": "Tier 4 Remembrance of Scyrah",
"name": "Tier 4 \u2014 Remembrance of Scyrah",
"entries": [
"{@b Beacon of Ios.} When interacting with others, you can replace Charisma (Persuasion) and Charisma (Intimidation) checks with Intelligence (Religion) checks.",
"{@b Militant Order.} You gain {@dice 1d10} hirelings with a challenge rating of 2 or lower and {@dice 1d4} hirelings with a challenge rating of 4 or lower. In place of half the hirelings, you can choose to gain a myrmidon with a challenge rating of 4 or lower."
@@ -2362,7 +2362,7 @@
"type": "entries",
"name": "Quirks",
"entries": [
"Roll or choose a quirk: (1) You have a few books from the city of Shyrr detailing operas you once saw there; (2) Your company is made up of members from numerous houses of Ios bound together as refugees; (3) You have skorne artifacts, including an oculus, in your collection of loot; (4) All members wear small slivers of white marble with blue veins cut from a stone from the Great Fane of Lacyr; (5) You have a patron who funds your company in return for loyalty and aid; (6) Your company resides in an Iosan outpost haunted by one of the riven; (7) The last of a noble bloodline died in battle leading some of your companyyou have taken on their name; (8) Your company includes some Nyss elves and the two peoples exchange culture and expertise; (9) The loss of your gods has turned you toward Dhunia or the Wurm; (10) You have a contact within the borders of Ios and await the right time to claim a cache of weapons."
"Roll or choose a quirk: (1) You have a few books from the city of Shyrr detailing operas you once saw there; (2) Your company is made up of members from numerous houses of Ios bound together as refugees; (3) You have skorne artifacts, including an oculus, in your collection of loot; (4) All members wear small slivers of white marble with blue veins cut from a stone from the Great Fane of Lacyr; (5) You have a patron who funds your company in return for loyalty and aid; (6) Your company resides in an Iosan outpost haunted by one of the riven; (7) The last of a noble bloodline died in battle leading some of your company\u2014you have taken on their name; (8) Your company includes some Nyss elves and the two peoples exchange culture and expertise; (9) The loss of your gods has turned you toward Dhunia or the Wurm; (10) You have a contact within the borders of Ios and await the right time to claim a cache of weapons."
]
}
]
@@ -2389,7 +2389,7 @@
},
{
"type": "entries",
"name": "Tier 1 The Branded",
"name": "Tier 1 \u2014 The Branded",
"entries": [
"{@b Arcane Lodge.} You maintain a modest lodge with a common room, guest quarters, workshops, laboratories, a library, a kitchen, and stables. You can stay at the lodge and maintain a modest lifestyle at no expense. You gain a single hireling with a challenge rating of 1/4 or lower to act as the butler.",
"{@b Scholars of Magic.} You can replace one proficiency gained from your race or background with proficiency in the Arcana skill. If you are a spellcaster, you learn one additional cantrip from your spell lists."
@@ -2397,7 +2397,7 @@
},
{
"type": "entries",
"name": "Tier 2 Adepts of the Arcane",
"name": "Tier 2 \u2014 Adepts of the Arcane",
"entries": [
"{@b Arcane Forge.} As a downtime activity, you can produce {@dice 1d3} 1st-level spell engines or learn a new mechanika rune with a rune point cost of 2 or lower. The cost of crafting components for mechanikal items is reduced by 20 percent.",
"{@b Muscle and Metal.} You gain your choice of {@dice 1d6} hirelings with a challenge rating of 1/4 or lower, one Grundback Snapper steamjack with a challenge rating of 1 or lower, or an ogrun master-at-arms with a challenge rating of 1 or lower."
@@ -2405,7 +2405,7 @@
},
{
"type": "entries",
"name": "Tier 3 Mystics-at-Arms",
"name": "Tier 3 \u2014 Mystics-at-Arms",
"entries": [
"{@b Full Metal Arcanist.} As a downtime activity before a combat engagement, your company's spellcasters can choose any two spells of 2nd level or lower and replace them with two different spells, both primarily magical attacks. Non-spellcasters can spend downtime changing runeplates and charging capacitors.",
"{@b Law and Order.} When interacting with others, you can replace Wisdom (Insight) checks with Intelligence (Arcana) checks."
@@ -2413,7 +2413,7 @@
},
{
"type": "entries",
"name": "Tier 4 Elders of Odom",
"name": "Tier 4 \u2014 Elders of Odom",
"entries": [
"{@b Company of Iron.} You gain your choice of {@dice 1d6} hirelings with a challenge rating of 1 or lower, or {@dice 1d4} ogrun with a challenge rating of 2 or lower.",
"{@b Foundry of Odom.} When crafting mechanikal items at your lodge, you receive a 30 percent discount on materials and reduce the time needed to craft by 20 percent."
@@ -2423,7 +2423,7 @@
"type": "entries",
"name": "Quirks",
"entries": [
"Roll or choose a quirk: (1) You have an anvil that dates back to the rebellion and the creation of the colossals; (2) You inherited the company after the passing of a friend; (3) You gained control of the lodge after winning an arcane duelthe former leader has left vowing revenge; (4) You discovered a vein of precious ore in a forgotten mine; (5) Your company has a long history with an ogrun tribe; (6) Your lodge sits upon a haunted mine from which spirits wander; (7) Your company was founded after you were witnesses in a trial and the defendant was executed; (8) Your lodge hides a secret: one of its founding members was a traitor; (9) Your lodge is an extension of a larger lodge; (10) Your lodge has the bones of some ancient beast rumored to have been slain by a legendary master of the Brand of Odom."
"Roll or choose a quirk: (1) You have an anvil that dates back to the rebellion and the creation of the colossals; (2) You inherited the company after the passing of a friend; (3) You gained control of the lodge after winning an arcane duel\u2014the former leader has left vowing revenge; (4) You discovered a vein of precious ore in a forgotten mine; (5) Your company has a long history with an ogrun tribe; (6) Your lodge sits upon a haunted mine from which spirits wander; (7) Your company was founded after you were witnesses in a trial and the defendant was executed; (8) Your lodge hides a secret: one of its founding members was a traitor; (9) Your lodge is an extension of a larger lodge; (10) Your lodge has the bones of some ancient beast rumored to have been slain by a legendary master of the Brand of Odom."
]
}
],
@@ -2435,7 +2435,7 @@
"name": "Barber-Surgeon",
"source": "IRKBnB",
"entries": [
"People on the borderlands are hardy, and many are subject to life in harsh conditions. The ability to withstand brutal injuries and deadly environments means that some in the borderlands, particularly among the farrow, have an approach to medicine that is pragmaticbut not delicate. Barber- surgeons, with some glee, saw off limbs, drill holes in skulls to relive hematomas, and use medications that are almost as deadly as the injuries and diseases they are trying to cure. Amongst the trollkin, such surgeons are common, thanks to the regenerative ability of the trollkin race. Limb removal and invasive procedures can be performed without the worry of the patient dying. Amongst the human populations of the Iron Kingdoms, barber-surgeons are also common and considered distinct from doctors. While a doctor has studied at a university and practiced their profession on cadavers, barber-surgeons learn out in the field, acting as apprentices to their mentors, holding down patients as they watch a bone saw driven through yet another limb. Barber-surgeons are likely to be found amongst the itinerant human populations, villages, and military forces and onboard ships."
"People on the borderlands are hardy, and many are subject to life in harsh conditions. The ability to withstand brutal injuries and deadly environments means that some in the borderlands, particularly among the farrow, have an approach to medicine that is pragmatic\u2014but not delicate. Barber- surgeons, with some glee, saw off limbs, drill holes in skulls to relive hematomas, and use medications that are almost as deadly as the injuries and diseases they are trying to cure. Amongst the trollkin, such surgeons are common, thanks to the regenerative ability of the trollkin race. Limb removal and invasive procedures can be performed without the worry of the patient dying. Amongst the human populations of the Iron Kingdoms, barber-surgeons are also common and considered distinct from doctors. While a doctor has studied at a university and practiced their profession on cadavers, barber-surgeons learn out in the field, acting as apprentices to their mentors, holding down patients as they watch a bone saw driven through yet another limb. Barber-surgeons are likely to be found amongst the itinerant human populations, villages, and military forces and onboard ships."
]
},
{
@@ -2456,7 +2456,7 @@
"name": "Guttersnipe",
"source": "IRKBnB",
"entries": [
"Living within the cities of the Iron Kingdoms can be difficult for those outside the dominant culture. This is particularly true for gobbers and some of the bogrin who try to make a living in these cities. Prejudice and outright hostility push these outsiders to the cities fringes, where they eke out a life amongst the vagrants or form small collectives in the ghettos and undercities of these metropolises. Unwanted for respectable jobs, many enter a life of crime, and, in the case of gobbers, their natural aptitude for stealth and dexterity makes them perfect purse-snatchers and pickpockets. Guttersnipes refine these talents to excel at burglary, espionage, and shadowing others. Many can even anticipate the needs of their buyers, acquiring information and items before others even know they need what the guttersnipe has just stolen."
"Living within the cities of the Iron Kingdoms can be difficult for those outside the dominant culture. This is particularly true for gobbers and some of the bogrin who try to make a living in these cities. Prejudice and outright hostility push these outsiders to the cities' fringes, where they eke out a life amongst the vagrants or form small collectives in the ghettos and undercities of these metropolises. Unwanted for respectable jobs, many enter a life of crime, and, in the case of gobbers, their natural aptitude for stealth and dexterity makes them perfect purse-snatchers and pickpockets. Guttersnipes refine these talents to excel at burglary, espionage, and shadowing others. Many can even anticipate the needs of their buyers, acquiring information and items before others even know they need what the guttersnipe has just stolen."
]
},
{
@@ -2510,14 +2510,14 @@
"type": "entries",
"name": "This Is a Stick Up",
"entries": [
"Caravans and traders make for worthwhile sport and even worthier targets, as do scouts from rival tribes. As a downtime activity, any number of members from your company can set out to ambush travelers and locals on the roads. Each member of your company that goes out raiding chooses and rolls a d4, d6, d8, or d10. Each roll of 1 and each roll that is greater than the characters Wisdom modifier + proficiency bonus is considered a failure. The company gains 10 gp × the sum of the successful rolls. If the total number of failures is greater than the maximum Wisdom modifier + proficiency bonus among all the companys members, the raid results in a conflict with a well-armed force consisting of 3d4 creatures with a challenge rating of 1. These creatures can be an immediate encounter, as guards, or can arrive at a later inconvenient time, at the GMs discretion."
"Caravans and traders make for worthwhile sport and even worthier targets, as do scouts from rival tribes. As a downtime activity, any number of members from your company can set out to ambush travelers and locals on the roads. Each member of your company that goes out raiding chooses and rolls a d4, d6, d8, or d10. Each roll of 1 and each roll that is greater than the character's Wisdom modifier + proficiency bonus is considered a failure. The company gains 10 gp × the sum of the successful rolls. If the total number of failures is greater than the maximum Wisdom modifier + proficiency bonus among all the company's members, the raid results in a conflict with a well-armed force consisting of 3d4 creatures with a challenge rating of 1. These creatures can be an immediate encounter, as guards, or can arrive at a later inconvenient time, at the GM's discretion."
]
},
{
"type": "entries",
"name": "Company Accomplishments",
"entries": [
"Your companys prestige increases whenever you carve out your hunting territory and prove your ability through acts such as the following: • Hijacking a caravan, train, or steamboat • Destroying a rival tribe or company of raiders • Breaking someone out of prison • Stealing an item worth at least 1,000 gp • Capturing and selling 1,000 gp worth of livestock TIER 1: CATTLE RUSTLERS At this tier, your company is a small number of armed warriors who make a living raiding farms and small holdings, along with any small group of traveling merchants. At this tier, your marks are usually farmers and caravans with herds or goods with a total worth of no more than 100 gp. You might operate as a small party of some larger group of bandits or outriders for a tribe."
"Your company's prestige increases whenever you carve out your hunting territory and prove your ability through acts such as the following: • Hijacking a caravan, train, or steamboat • Destroying a rival tribe or company of raiders • Breaking someone out of prison • Stealing an item worth at least 1,000 gp • Capturing and selling 1,000 gp worth of livestock TIER 1: CATTLE RUSTLERS At this tier, your company is a small number of armed warriors who make a living raiding farms and small holdings, along with any small group of traveling merchants. At this tier, your marks are usually farmers and caravans with herds or goods with a total worth of no more than 100 gp. You might operate as a small party of some larger group of bandits or outriders for a tribe."
]
},
{
@@ -2555,13 +2555,13 @@
"name": "The Brand of Odom",
"source": "IRKBnB",
"entries": [
"The only official arcane organization in Rhul is also the oldest in all of western Immoren: the ancient and secretive Brand of Odom. Founded in prehistory by the Great Father whose name it shares, the Brand of Odom is unique among arcane orders in that its oaths and bylaws were laid down by divine edict rather than formulated by mortal minds. As such, the Brand of Odom holds an equally unique position in Rhulic society, with several highly placed members serving the government of Rhul as Moot Judges and advisors to clan lords. The organizations knowledge and wisdom are highly valued by the Moot of the Hundred Houses, and even though members of the order do not serve on the Moot itself, they are often called upon to give testimony and offer insights. Furthermore, Rhuls intelligence services rely as heavily on the Brand of Odom as they do on more traditional methods of gathering information, and the organizations tactical arcanists are regularly seen alongside Rhulic soldiers. Originally an organization of wizards like the Order of Wizardry in Ceryl to the south, the Brand of Odom strives to maintain what essentially amounts to a monopoly on arcane lore within Rhul. To this end, it inducts arcane mechaniks and dwarven sorcerers into its ranks as well, although such individuals have rarely reached the highest echelons of the order. The organizations strict rules are part of the edicts laid down by the Great Fathers in ancient times and are thus virtually impossible to change, which has caused the Brand of Odom to lag behind in certain areas of study. These include necromancy, which remains forbidden by the edicts even as it gains greaterif grudgingacceptance across the Iron Kingdoms. Strict oaths of secrecy and loyalty bind the members of the Brand of Odom and restrict them from teaching their arts to outsiders, but nothing prevents a dwarf beyond the borders of Rhul from learning arcane secrets in other ways, and more than one aspiring dwarven arcanist has fled Rhul in order to study secrets forbidden by the order. The organization grants its members considerable leeway to pursue their own agendas, but all are expected to answer the call whenever a senior member of the order or the Moot of the Hundred Houses requires their service. Outsiders are often surprised to learn that the orders name is quite literal. Upon advancing beyond the rank of apprentice and being fully inducted into the order, each member of the Brand of Odom is marked with an ancient dwarven rune associated with Great Father Odom. Aside from serving as a way of identifying other members of the order, the rune, which roughly translates to that which is hidden, is enchanted when administered and can be used by high-ranking members to locate a Brand of Odom wizard at any time, regardless of the wizards location on Caen.",
"The only official arcane organization in Rhul is also the oldest in all of western Immoren: the ancient and secretive Brand of Odom. Founded in prehistory by the Great Father whose name it shares, the Brand of Odom is unique among arcane orders in that its oaths and bylaws were laid down by divine edict rather than formulated by mortal minds. As such, the Brand of Odom holds an equally unique position in Rhulic society, with several highly placed members serving the government of Rhul as Moot Judges and advisors to clan lords. The organization's knowledge and wisdom are highly valued by the Moot of the Hundred Houses, and even though members of the order do not serve on the Moot itself, they are often called upon to give testimony and offer insights. Furthermore, Rhul's intelligence services rely as heavily on the Brand of Odom as they do on more traditional methods of gathering information, and the organization's tactical arcanists are regularly seen alongside Rhulic soldiers. Originally an organization of wizards like the Order of Wizardry in Ceryl to the south, the Brand of Odom strives to maintain what essentially amounts to a monopoly on arcane lore within Rhul. To this end, it inducts arcane mechaniks and dwarven sorcerers into its ranks as well, although such individuals have rarely reached the highest echelons of the order. The organization's strict rules are part of the edicts laid down by the Great Fathers in ancient times and are thus virtually impossible to change, which has caused the Brand of Odom to lag behind in certain areas of study. These include necromancy, which remains forbidden by the edicts even as it gains greater\u2014if grudging\u2014acceptance across the Iron Kingdoms. Strict oaths of secrecy and loyalty bind the members of the Brand of Odom and restrict them from teaching their arts to outsiders, but nothing prevents a dwarf beyond the borders of Rhul from learning arcane secrets in other ways, and more than one aspiring dwarven arcanist has fled Rhul in order to study secrets forbidden by the order. The organization grants its members considerable leeway to pursue their own agendas, but all are expected to answer the call whenever a senior member of the order or the Moot of the Hundred Houses requires their service. Outsiders are often surprised to learn that the order's name is quite literal. Upon advancing beyond the rank of apprentice and being fully inducted into the order, each member of the Brand of Odom is marked with an ancient dwarven rune associated with Great Father Odom. Aside from serving as a way of identifying other members of the order, the rune, which roughly translates to \"that which is hidden,\" is enchanted when administered and can be used by high-ranking members to locate a Brand of Odom wizard at any time, regardless of the wizard's location on Caen.",
{
"type": "entries",
"name": "The Church of the Great Fathers",
"entries": [
"Even though the Rhulfolk are not as aggressively devout as the citizens of the now-depopulated Protectorate of Menoth to the south, worship of the Great Fathers and the Claywives is as inextricably tied to the politics of Rhul as veneration of the Lawgiver is to the Protectorate. Because the Great Fathers handed down the edicts that became the basis of the Codex, which still governs all laws throughout Rhul, the church and politics have always gone hand-in-glove in the dwarven nation. Unlike the Protectorate, Rhul never developed into a theocracy; instead, its clergy hold a vital advisory role at virtually every level of government, and the justicars of the Church of the Great Fathers are regularly seen in public courts throughout Rhul, advising Moot Judges and mediating conflicts between clans or even individuals. The Claywives were the first clerics of the Church of the Great Fathers, so it is hardly surprising that female dwarves dominated both the clergy and the judiciary for centuries. Over time, however, the balance of power within the church has shifted, and all genders are now represented at every level of power. There are even ogrun and, more rarely, other peoples who have joined the clergy of the Great Fathers, although their shorter lifespans make them less likely to attain the highest ranks within the church. Unlike the Moot of the Hundred Houses, which operates out of the Moot Hall, the Church of the Great Fathers does not have a specific headquarters. Most consider the Library of the Codex in Ghord the most sacred building in Rhul, for it is where the original edicts are still kept, along with records of every moot for the last six millennia. This also makes it one of the largestand certainly the oldestrepositories of knowledge and history in all of western Immoren. The Library of the Codex is home to numerous senior members of the clergy at any given time, and countless scribes work diligently within its halls to preserve, copy, and restore antique texts. Even so, it is no more the operating center of the church than any of the other temples to the Great Fathers that are found in every Rhulic city. It is, however, an excellent illustration of the way in which other aspects of dwarven life are integrated into the church and vice versa. Despite being the churchs domain, the library is guarded by members of the Rhulic military and protected by magical wards and spells placed there by the wizards of the Brand of Odom. These safeguards help ensure the safety of the dwarven sages, scholars, bureaucrats, and lawmakers who frequently make use of the extensive records kept within the librarys walls. The churchs intimate integration into Rhulic life extends",
"far beyond the highest ranks of government. Every day, dwarves bring their problems and grievances to local members of the clergy, who often offer advice and mediate conflicts long before they require the intervention of the judiciary. Furthermore, the church acts as a safe haven in times of interclan feuds and other strife, offering sanctuary to any Rhulfolk who seek itand woe to any dwarf foolish or impious enough to visit violence upon one of these temples or on the heads of those who have taken shelter within them."
"Even though the Rhulfolk are not as aggressively devout as the citizens of the now-depopulated Protectorate of Menoth to the south, worship of the Great Fathers and the Claywives is as inextricably tied to the politics of Rhul as veneration of the Lawgiver is to the Protectorate. Because the Great Fathers handed down the edicts that became the basis of the Codex, which still governs all laws throughout Rhul, the church and politics have always gone hand-in-glove in the dwarven nation. Unlike the Protectorate, Rhul never developed into a theocracy; instead, its clergy hold a vital advisory role at virtually every level of government, and the justicars of the Church of the Great Fathers are regularly seen in public courts throughout Rhul, advising Moot Judges and mediating conflicts between clans or even individuals. The Claywives were the first clerics of the Church of the Great Fathers, so it is hardly surprising that female dwarves dominated both the clergy and the judiciary for centuries. Over time, however, the balance of power within the church has shifted, and all genders are now represented at every level of power. There are even ogrun and, more rarely, other peoples who have joined the clergy of the Great Fathers, although their shorter lifespans make them less likely to attain the highest ranks within the church. Unlike the Moot of the Hundred Houses, which operates out of the Moot Hall, the Church of the Great Fathers does not have a specific headquarters. Most consider the Library of the Codex in Ghord the most sacred building in Rhul, for it is where the original edicts are still kept, along with records of every moot for the last six millennia. This also makes it one of the largest\u2014and certainly the oldest\u2014repositories of knowledge and history in all of western Immoren. The Library of the Codex is home to numerous senior members of the clergy at any given time, and countless scribes work diligently within its halls to preserve, copy, and restore antique texts. Even so, it is no more the operating center of the church than any of the other temples to the Great Fathers that are found in every Rhulic city. It is, however, an excellent illustration of the way in which other aspects of dwarven life are integrated into the church and vice versa. Despite being the church's domain, the library is guarded by members of the Rhulic military and protected by magical wards and spells placed there by the wizards of the Brand of Odom. These safeguards help ensure the safety of the dwarven sages, scholars, bureaucrats, and lawmakers who frequently make use of the extensive records kept within the library's walls. The church's intimate integration into Rhulic life extends",
"far beyond the highest ranks of government. Every day, dwarves bring their problems and grievances to local members of the clergy, who often offer advice and mediate conflicts long before they require the intervention of the judiciary. Furthermore, the church acts as a safe haven in times of interclan feuds and other strife, offering sanctuary to any Rhulfolk who seek it\u2014and woe to any dwarf foolish or impious enough to visit violence upon one of these temples or on the heads of those who have taken shelter within them."
]
},
{
@@ -3852,7 +3852,7 @@
],
"reaction": [
{
"name": "Disbinding (Recharge 56)",
"name": "Disbinding (Recharge 5\u20136)",
"entries": [
"Enemy spells affecting the soulless or any ally of the soulless within 5 feet of it end immediately. The soulless and any allies within 5 feet of it can't be affected by enemy concentration spells for 1 minute."
]
@@ -4330,7 +4330,7 @@
]
},
{
"name": "Field Mechanik (Recharge 56)",
"name": "Field Mechanik (Recharge 5\u20136)",
"entries": [
"The mechanik chooses one construct, vehicle, mechanikal device, arcanikal device, or suit of steam armor it can see within 5 feet of it. The chosen creature or object regains 3 ({@dice 1d6}) hit points, or 5 ({@dice 1d6+2}) hit points if it is of Iosan construction. If the target is an arcanikal device that uses charges, the device also regains 2 charges."
]
@@ -4762,7 +4762,7 @@
]
},
{
"name": "Guns Blazing (Recharge 56)",
"name": "Guns Blazing (Recharge 5\u20136)",
"entries": [
"While within 30 feet of the officer, each High Shield gunner who can hear and understand the officer can make two attacks each time it makes a ranged attack."
]
@@ -6275,7 +6275,7 @@
"type": "entries",
"name": "Spellcasting Focus",
"entries": [
"You must have a spellcasting focusspecifically a bone grinder talisman, {@item bone grinder's kit|IRKCore}, or {@item cook's utensils|PHB}in hand when you cast any spell with this feature."
"You must have a spellcasting focus\u2014specifically a bone grinder talisman, {@item bone grinder's kit|IRKCore}, or {@item cook's utensils|PHB}\u2014in hand when you cast any spell with this feature."
]
},
{
@@ -8825,36 +8825,36 @@
"2",
"2",
"2",
"",
"",
""
"\u2014",
"\u2014",
"\u2014"
],
[
"4th",
"2",
"2",
"3",
"",
"",
""
"\u2014",
"\u2014",
"\u2014"
],
[
"5th",
"2",
"3",
"3",
"",
"",
""
"\u2014",
"\u2014",
"\u2014"
],
[
"6th",
"2",
"3",
"3",
"",
"",
""
"\u2014",
"\u2014",
"\u2014"
],
[
"7th",
@@ -8862,8 +8862,8 @@
"4",
"4",
"2",
"",
""
"\u2014",
"\u2014"
],
[
"8th",
@@ -8871,8 +8871,8 @@
"4",
"4",
"2",
"",
""
"\u2014",
"\u2014"
],
[
"9th",
@@ -8880,8 +8880,8 @@
"4",
"4",
"2",
"",
""
"\u2014",
"\u2014"
],
[
"10th",
@@ -8889,8 +8889,8 @@
"4",
"4",
"3",
"",
""
"\u2014",
"\u2014"
],
[
"11th",
@@ -8898,8 +8898,8 @@
"4",
"4",
"3",
"",
""
"\u2014",
"\u2014"
],
[
"12th",
@@ -8908,7 +8908,7 @@
"4",
"3",
"2",
""
"\u2014"
],
[
"13th",
@@ -8917,7 +8917,7 @@
"4",
"3",
"2",
""
"\u2014"
],
[
"14th",
@@ -8926,7 +8926,7 @@
"4",
"3",
"2",
""
"\u2014"
],
[
"15th",
@@ -8935,7 +8935,7 @@
"4",
"3",
"2",
""
"\u2014"
],
[
"16th",
@@ -8944,7 +8944,7 @@
"4",
"3",
"3",
""
"\u2014"
],
[
"17th",
@@ -8953,7 +8953,7 @@
"4",
"3",
"3",
""
"\u2014"
],
[
"18th",
@@ -8962,7 +8962,7 @@
"4",
"3",
"3",
""
"\u2014"
],
[
"19th",
@@ -9456,7 +9456,7 @@
"level": 3,
"entries": [
"When you choose this tradition at 3rd level, you learn to channel your ki to heal or hurt others. You automatically learn the Ayisla's Cleansing discipline, and you choose one additional discipline from the options below. You learn one additional healing discipline at 6th, 11th, and 17th level. Whenever you learn a new discipline, you can replace one discipline you know with another.",
"Casting Spells. Some disciplines allow you to cast spells. You use normal casting time and rules but don't need material components. Once you reach 5th level, you can spend additional ki points to increase a discipline spell's level (1 additional ki point per spell level above the base). The maximum ki points you can spend on a discipline spell (including base cost) is determined by your monk level: levels 58: 3 ki; 912: 4 ki; 1316: 5 ki; 1720: 6 ki.",
"Casting Spells. Some disciplines allow you to cast spells. You use normal casting time and rules but don't need material components. Once you reach 5th level, you can spend additional ki points to increase a discipline spell's level (1 additional ki point per spell level above the base). The maximum ki points you can spend on a discipline spell (including base cost) is determined by your monk level: levels 5\u20138: 3 ki; 9\u201312: 4 ki; 13\u201316: 5 ki; 17\u201320: 6 ki.",
{
"type": "refOptionalfeature",
"optionalfeature": "Ayisla's Cleansing|IRKBnB"
@@ -9572,7 +9572,7 @@
"subclassSource": "IRKBnB",
"level": 6,
"entries": [
"At 6th level, your ability to manipulate the energies flowing through your gauntlets grows. When casting force bolt, you can spend up to 3 additional ki points. Additionally, when you hit a creature with your power gauntlets, you can spend up to 3 ki pointsfor each ki point spent, the enemy creature or object is pushed an additional 5 feet away from you."
"At 6th level, your ability to manipulate the energies flowing through your gauntlets grows. When casting force bolt, you can spend up to 3 additional ki points. Additionally, when you hit a creature with your power gauntlets, you can spend up to 3 ki points\u2014for each ki point spent, the enemy creature or object is pushed an additional 5 feet away from you."
]
},
{
@@ -9755,7 +9755,7 @@
"type": "entries",
"name": "Condemn Actions",
"entries": [
"The target takes a 2 penalty to attack rolls and damage rolls. Additionally, the target has disadvantage on Strength and Dexterity saving throws. This effect lasts for 1 minute."
"The target takes a \u22122 penalty to attack rolls and damage rolls. Additionally, the target has disadvantage on Strength and Dexterity saving throws. This effect lasts for 1 minute."
]
},
{
@@ -9769,7 +9769,7 @@
"type": "entries",
"name": "Condemn Words",
"entries": [
"The target takes a 2 penalty to its spell save DC for 1 minute. Additionally, for 24 hours, the target forgets how to speak, read, and write the language it last spoke."
"The target takes a \u22122 penalty to its spell save DC for 1 minute. Additionally, for 24 hours, the target forgets how to speak, read, and write the language it last spoke."
]
}
]
@@ -9844,7 +9844,7 @@
"level": 7,
"entries": [
"Starting at 7th level, your training drills have taught you how to ward yourself and your allies. As a bonus action, you can choose one friendly creature within 10 feet of you. You and the chosen creature gain resistance to bludgeoning, piercing, or slashing damage (your choice) from nonmagical attacks. This effect lasts for 1 minute or until you and the chosen creature are no longer within 10 feet of each other. You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.",
"At 18th level, the range increases to 30 feet, and you no longer need to choose a damage typeyou and the chosen creature gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks."
"At 18th level, the range increases to 30 feet, and you no longer need to choose a damage type\u2014you and the chosen creature gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks."
]
},
{
@@ -9870,7 +9870,7 @@
"subclassSource": "IRKBnB",
"level": 18,
"entries": [
"At 18th level, the range of your Aura of Defense increases to 30 feet. Additionally, you no longer need to choose a damage typeyou and the chosen creature gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks."
"At 18th level, the range of your Aura of Defense increases to 30 feet. Additionally, you no longer need to choose a damage type\u2014you and the chosen creature gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks."
]
},
{
@@ -10148,7 +10148,7 @@
"subclassSource": "IRKBnB",
"level": 18,
"entries": [
"Beginning at 18th level, any weapons or armor forged by you are connected to you through your divine bond. As a bonus action, you can immediately attune to any weapon or armor you have personally createdthis does not count against the total number of items you can have attuned. You may cast spells in armor you have personally created.",
"Beginning at 18th level, any weapons or armor forged by you are connected to you through your divine bond. As a bonus action, you can immediately attune to any weapon or armor you have personally created\u2014this does not count against the total number of items you can have attuned. You may cast spells in armor you have personally created.",
"Additionally, as a bonus action, you gain advantage on your next attack roll with a weapon you have personally created. Each of these features can be used once and can be regained after a short or long rest.",
"Any armor you are attuned to that you have personally created grants you immunity to cold damage."
]
@@ -10163,7 +10163,7 @@
"subclassSource": "IRKBnB",
"level": 2,
"entries": [
"Upon your induction into the role of a magister at 2nd level, you are awarded an arcantrik harnessa symbol of your authority and a means to focus the energies you manipulate. Each harness is unique and must be attuned to the wearer. If you lose your harness, you must procure a new one from your sponsor.",
"Upon your induction into the role of a magister at 2nd level, you are awarded an arcantrik harness\u2014a symbol of your authority and a means to focus the energies you manipulate. Each harness is unique and must be attuned to the wearer. If you lose your harness, you must procure a new one from your sponsor.",
"You can use an arcantrik harness as an arcane focus. While wearing an arcantrik harness, you can ignore the verbal requirements of any spell that has somatic components. This does not affect the spell's casting time. If your hands are bound, you can't use this feature.",
"In addition, you gain proficiency in the Intimidation skill if you don't already have it.",
{
@@ -10420,7 +10420,7 @@
"entries": [
"When you reach 3rd level, you augment your mechanikal skill with the ability to cast wizard spells.",
"Cantrips. Choose two cantrips from the {@filter wizard spell list|spells|class=Wizard}. You learn an additional wizard cantrip of your choice at 10th level. When you gain a level in this class, you can replace one known cantrip with another from the wizard list.",
"Spells Known. You know three 1st-level wizard spells of your choice, two of which must be abjuration or evocation spells. The Spells Known column of the Arcanist Mechanik Spellcasting table shows when you learn more. Each new spell must be an abjuration or evocation spell of a level for which you have spell slotsexcept spells learned at 8th, 14th, and 20th level, which can come from any school.",
"Spells Known. You know three 1st-level wizard spells of your choice, two of which must be abjuration or evocation spells. The Spells Known column of the Arcanist Mechanik Spellcasting table shows when you learn more. Each new spell must be an abjuration or evocation spell of a level for which you have spell slots\u2014except spells learned at 8th, 14th, and 20th level, which can come from any school.",
"Spellcasting Ability. Intelligence is your spellcasting ability. Spell save DC = 8 + proficiency bonus + Intelligence modifier. Spell attack modifier = proficiency bonus + Intelligence modifier.",
{
"type": "table",
@@ -10449,36 +10449,36 @@
"2",
"3",
"2",
"",
"",
""
"\u2014",
"\u2014",
"\u2014"
],
[
"4th",
"2",
"4",
"3",
"",
"",
""
"\u2014",
"\u2014",
"\u2014"
],
[
"5th",
"2",
"4",
"3",
"",
"",
""
"\u2014",
"\u2014",
"\u2014"
],
[
"6th",
"2",
"4",
"3",
"",
"",
""
"\u2014",
"\u2014",
"\u2014"
],
[
"7th",
@@ -10486,8 +10486,8 @@
"5",
"4",
"2",
"",
""
"\u2014",
"\u2014"
],
[
"8th",
@@ -10495,8 +10495,8 @@
"6",
"4",
"2",
"",
""
"\u2014",
"\u2014"
],
[
"9th",
@@ -10504,8 +10504,8 @@
"6",
"4",
"2",
"",
""
"\u2014",
"\u2014"
],
[
"10th",
@@ -10513,8 +10513,8 @@
"7",
"4",
"3",
"",
""
"\u2014",
"\u2014"
],
[
"11th",
@@ -10522,8 +10522,8 @@
"8",
"4",
"3",
"",
""
"\u2014",
"\u2014"
],
[
"12th",
@@ -10532,7 +10532,7 @@
"4",
"3",
"2",
""
"\u2014"
],
[
"13th",
@@ -10541,7 +10541,7 @@
"4",
"3",
"2",
""
"\u2014"
],
[
"14th",
@@ -10550,7 +10550,7 @@
"4",
"3",
"2",
""
"\u2014"
],
[
"15th",
@@ -10559,7 +10559,7 @@
"4",
"3",
"2",
""
"\u2014"
],
[
"16th",
@@ -10568,7 +10568,7 @@
"4",
"3",
"3",
""
"\u2014"
],
[
"17th",
@@ -10577,7 +10577,7 @@
"4",
"3",
"3",
""
"\u2014"
],
[
"18th",
@@ -10586,7 +10586,7 @@
"4",
"3",
"3",
""
"\u2014"
],
[
"19th",
@@ -10852,8 +10852,8 @@
"subclassSource": "IRKBnB",
"level": 14,
"entries": [
"Starting at 14th level, your ability to change the flow of arcane energy extends to mechanika and arcanika. When you hit a creature, you can target one of its mechanikal or arcanikal items. Instead of doing damage to the creature, you can spend any number of focus pointsfor each focus point spent, the mechanikal or arcanikal item's capacitor or arcane condenser loses 1 charge.",
"If a mechanikal or arcanikal weapon is reduced to 0 charges, attacks with the weapon are made with disadvantage until recharged. If a suit of mechanikal or arcanikal armor is reduced to 0 charges, the wearer takes a 2 penalty to AC until recharged.",
"Starting at 14th level, your ability to change the flow of arcane energy extends to mechanika and arcanika. When you hit a creature, you can target one of its mechanikal or arcanikal items. Instead of doing damage to the creature, you can spend any number of focus points\u2014for each focus point spent, the mechanikal or arcanikal item's capacitor or arcane condenser loses 1 charge.",
"If a mechanikal or arcanikal weapon is reduced to 0 charges, attacks with the weapon are made with disadvantage until recharged. If a suit of mechanikal or arcanikal armor is reduced to 0 charges, the wearer takes a \u22122 penalty to AC until recharged.",
"Once you use this feature, you can't use it again until you finish a short or long rest."
]
},
@@ -11035,7 +11035,7 @@
"subclassSource": "IRKBnB",
"level": 1,
"entries": [
"When you choose this tradition at 1st level, you acquire a Grundback Snappera small utility 'jack that can carry items, pull cargo, and engage enemies in battle if necessary.",
"When you choose this tradition at 1st level, you acquire a Grundback Snapper\u2014a small utility 'jack that can carry items, pull cargo, and engage enemies in battle if necessary.",
"The Grundback Snapper (Medium construct, CR 1/2) has AC 13, 28 HP (3d8+15), Speed 25 ft., STR 16, DEX 10, CON 18, INT 8, WIS 10, CHA 1. It is proficient in Athletics (+6), has resistance to nonmagical bludgeoning/piercing/slashing damage, and is immune to poison and psychic damage, as well as the charmed, frightened, paralyzed, petrified, and poisoned conditions. Its attacks are magical for overcoming resistances to nonmagical attacks versus steamjacks, colossals, and warbeasts. It requires coal and water to function (10 hours/150 lb. coal out of combat; 1 hour in combat). Multiattack: two melee attacks. Slam: +5 to hit, reach 10 ft., {@damage 2d4+2} bludgeoning. Snap, Snap!: +5 to hit, reach 5 ft., {@damage 2d4+2} piercing."
]
},
@@ -11239,12 +11239,12 @@
"type": "section",
"name": "Bone Grinder",
"entries": [
"Arms dripping with gore, a farrow covered in grisly talismans of dried flesh and small bones wrests a gallstone free from the guts of the dead fog drake, squealing in pleasure at such a precious discovery. Humming to herself, the gobber mixes a poultice of blood, spit, and hair until the concoction begins to bubble and smoke before she applies it to her companions fresh wounds.",
"Arms dripping with gore, a farrow covered in grisly talismans of dried flesh and small bones wrests a gallstone free from the guts of the dead fog drake, squealing in pleasure at such a precious discovery. Humming to herself, the gobber mixes a poultice of blood, spit, and hair until the concoction begins to bubble and smoke before she applies it to her companion's fresh wounds.",
{
"type": "entries",
"name": "A Strange Alchemy",
"entries": [
"The bone grinders art is a synthesis of alchemy and magic. They are as aware of the properties of the natural world as any alchemist would be of the properties of alchemical acid or blasting powder. With this knowledge, they mix a strange dark magic, unlike any studied by the mystics of the Iron Kingdoms. The results are a strange combination of magic and alchemy that combine the power of mysticism with the reliability and function of mechanika. The best minds of the Iron Kingdoms still cannot agree on how and why the fetishes and charms of the bone grinders can work, but their effectiveness is undeniable."
"The bone grinder's art is a synthesis of alchemy and magic. They are as aware of the properties of the natural world as any alchemist would be of the properties of alchemical acid or blasting powder. With this knowledge, they mix a strange dark magic, unlike any studied by the mystics of the Iron Kingdoms. The results are a strange combination of magic and alchemy that combine the power of mysticism with the reliability and function of mechanika. The best minds of the Iron Kingdoms still cannot agree on how and why the fetishes and charms of the bone grinders can work, but their effectiveness is undeniable."
]
},
{
@@ -11278,7 +11278,7 @@
"type": "entries",
"name": "Old Gods and Great Spirits",
"entries": [
"Through a link to their gods, shamans interact with the world of spirits and the supernatural. They can manifest powerful magic and perform rites that bolster their allies or enfeeble their foes. Shamans of Dhunia look to both the mother-goddess mercy and her wrath. Those who supplicate the Devourer Wurm are given dominion over the powers of great predatory beasts and unlock their own savage prowess. In other regions, shamans from cultures like the croaks practice their own rites to appease the spirits of the wilderness and the gods who hold dominion over them. Shamans are commanding figures who wield their influence in battle and beyond. Through the empowerment of the gods, they can steer the fate of a whole tribe, and they often rise as savage champions and stalwart protectors of their people."
"Through a link to their gods, shamans interact with the world of spirits and the supernatural. They can manifest powerful magic and perform rites that bolster their allies or enfeeble their foes. Shamans of Dhunia look to both the mother-goddess' mercy and her wrath. Those who supplicate the Devourer Wurm are given dominion over the powers of great predatory beasts and unlock their own savage prowess. In other regions, shamans from cultures like the croaks practice their own rites to appease the spirits of the wilderness and the gods who hold dominion over them. Shamans are commanding figures who wield their influence in battle and beyond. Through the empowerment of the gods, they can steer the fate of a whole tribe, and they often rise as savage champions and stalwart protectors of their people."
]
},
{
@@ -11300,7 +11300,7 @@
"type": "section",
"name": "Warlock",
"entries": [
"As a trio of snarling, two-headed dogs emerge from the shadows, the young human in tribal garb smiles wickedly at the soldiers who trespassed on his peoples lands. His beasts will feast tonight. The husky trollkin carves off a hunk of roasting mutton and hands it up to her drooling troll companion, gently patting the large creatures chin as she rewards him for a successful hunt. Snorting in anger, the farrow lashes out at his cowering warbeast with a hoof, goading it to a wide-eyed and foam- spattered frenzy. Warlocks are powerful magic-users who wield primal power. Wringing the mystical energy produced by the rage of the warbeasts they control, warlocks are fearsome warriors who dominate the battlefields of the wilderness.",
"As a trio of snarling, two-headed dogs emerge from the shadows, the young human in tribal garb smiles wickedly at the soldiers who trespassed on his people's lands. His beasts will feast tonight. The husky trollkin carves off a hunk of roasting mutton and hands it up to her drooling troll companion, gently patting the large creature's chin as she rewards him for a successful hunt. Snorting in anger, the farrow lashes out at his cowering warbeast with a hoof, goading it to a wide-eyed and foam- spattered frenzy. Warlocks are powerful magic-users who wield primal power. Wringing the mystical energy produced by the rage of the warbeasts they control, warlocks are fearsome warriors who dominate the battlefields of the wilderness.",
{
"type": "entries",
"name": "Furious Power",
@@ -11312,7 +11312,7 @@
"type": "entries",
"name": "Resonant Spirits",
"entries": [
"A warlocks spirit is shaped by a mystical force known as a resonance, which dictates the nature of creatures the warlock can bond with and guides the shape of the warlocks own potential. These resonances take many forms, from the blood-bond common among trollkin and their pure-blooded cousins to the feral spirits who have undergone the wilding. Not all who bear a resonant spirit are aware of it, and some might awaken to their true potential later in their lives. Others discover this innate talent early when they touch the minds and spirits of resonant creatures with their thoughts. Once one discovers this resonance, it becomes impossible to ignore."
"A warlock's spirit is shaped by a mystical force known as a resonance, which dictates the nature of creatures the warlock can bond with and guides the shape of the warlock's own potential. These resonances take many forms, from the blood-bond common among trollkin and their pure-blooded cousins to the feral spirits who have undergone the wilding. Not all who bear a resonant spirit are aware of it, and some might awaken to their true potential later in their lives. Others discover this innate talent early when they touch the minds and spirits of resonant creatures with their thoughts. Once one discovers this resonance, it becomes impossible to ignore."
]
}
]
@@ -11380,7 +11380,7 @@
"type": "section",
"name": "Predator",
"entries": [
"Shamans who revere great hunter spirits, such as those that prey on lesser or weaker beings, are common. The power of the predator is attractive, particularly to cultures that revere strength and settle disputes through violence, and shamans who serve the great predator spirit are expected to prove their worth in battle. Among the wild peoples of western Immoren, worship of the Devourer Wurm is common. Human barbarians, many bogrin, ogrun, and others call upon the Beast of All Shapes to empower them and strengthen their tribes. Since the earliest days, there have been those who exult in the Devourers savage glory, supplicating it with bloody rites and ritual sacrifice. Devourer shamans still worship in much the same manner as they always have in isolated wilderness communities. Able to channel the predatory essence of their primitive god, Devourer shamans summon raw magical power that is both primal and terrifying. They often accompany the warriors of their tribes on hunts and raids, making sacrifices of bloodletting to the Devourer Wurm. Through sacrifice, ritual, and ordeal, shamans learn how to supplicate the Wurm and harness its unfathomable power. Some of the swamp-dwelling peoples of western Immoren also tap into the predators power through worship of Kossk, the god of the gatorman tribes."
"Shamans who revere great hunter spirits, such as those that prey on lesser or weaker beings, are common. The power of the predator is attractive, particularly to cultures that revere strength and settle disputes through violence, and shamans who serve the great predator spirit are expected to prove their worth in battle. Among the wild peoples of western Immoren, worship of the Devourer Wurm is common. Human barbarians, many bogrin, ogrun, and others call upon the Beast of All Shapes to empower them and strengthen their tribes. Since the earliest days, there have been those who exult in the Devourer's savage glory, supplicating it with bloody rites and ritual sacrifice. Devourer shamans still worship in much the same manner as they always have in isolated wilderness communities. Able to channel the predatory essence of their primitive god, Devourer shamans summon raw magical power that is both primal and terrifying. They often accompany the warriors of their tribes on hunts and raids, making sacrifices of bloodletting to the Devourer Wurm. Through sacrifice, ritual, and ordeal, shamans learn how to supplicate the Wurm and harness its unfathomable power. Some of the swamp-dwelling peoples of western Immoren also tap into the predator's power through worship of Kossk, the god of the gatorman tribes."
]
}
]
@@ -11396,7 +11396,7 @@
"type": "section",
"name": "Farrow",
"entries": [
"A hardy species of a porcine nature, the farrow have existed at the fringes of the Iron Kingdoms and the more orderly civilizations beyond its borders. Many of their tribes are found in the Bloodstone Marches, where they eke out a life consuming the scraps left by other peoples of western Immoren and lead savage raids upon caravans and isolated communities. While they are hardy and brutal, they are also always looking for opportunity and an easy meal. Ornery and pugnacious, the farrow are a most successful breed of Dhunians. While theyre not as hardy as the trollkin or as strong as the ogrun, the Great Mother seems to have blessed her tusked children with a tenacity that is second to none, along with the ability to thrive on castoffs and spoiled meat. Throw a farrow in a scrap heap or the trash pile behind a butcher shop, and youll see that farrow live like a king. Dunning Kase, Caspian University lecturer"
"A hardy species of a porcine nature, the farrow have existed at the fringes of the Iron Kingdoms and the more orderly civilizations beyond its borders. Many of their tribes are found in the Bloodstone Marches, where they eke out a life consuming the scraps left by other peoples of western Immoren and lead savage raids upon caravans and isolated communities. While they are hardy and brutal, they are also always looking for opportunity and an easy meal. Ornery and pugnacious, the farrow are a most successful breed of Dhunians. While they're not as hardy as the trollkin or as strong as the ogrun, the Great Mother seems to have blessed her tusked children with a tenacity that is second to none, along with the ability to thrive on castoffs and spoiled meat. Throw a farrow in a scrap heap or the trash pile behind a butcher shop, and you'll see that farrow live like a king. \u2014Dunning Kase, Caspian University lecturer"
]
}
]
@@ -11429,7 +11429,7 @@
"name": "Warchief",
"entries": [
"Among the tribes of the bogrin, humans, trollkin, and ogrun, mighty individuals rise to prominence and power, leading their people into battle. They fight for their ancestral homes. They fight for their faith. They fight for their very survival. They have survived bloodshed and cheated death. Bellowing over the cacophony of gunfire and clashing steel, they call their kin to arms. With a stern gaze, they survey the battlefield and send forth their warriors with rousing words invoking their ancestors in order to steel their resolve. Brandishing weapons handed down through their tribe and wearing armor inscribed with the tales and lore of their",
"people, warchiefs proudly display their trophies. They are impressive figures acting as a focal point of the tribe, and they carry on their shoulders the burdens of their people. Warchiefs wield power and respect, but to maintain their grip upon it, they must exert it. To appear strong means crushing their enemies and putting their advisors and captains in their place. If they fail to maintain this appearance of command and domination, all too soon enemies from without and within the tribe begin to sharpen their knives. Warchiefs are skilled fighters and cunning strategists. Being a warchief requires more than just bearing arms into battle and rushing headlong into the enemy. A warchief must also be wise, poring over maps scratched in the dirt to plan the next bloody engagement. Furthermore, even the most savage warchiefs are short lived if they lack some sense of diplomacy. A warchief looking for endless battles soon finds the end of an opponents sword or a knife lodged in the back. Among the people of the Iron Kingdoms, they are savage tribal leaders, uncouth and lacking in decorum. Among the other tribes of the Bloodstone Marches and in the wilderness, warchiefs are characters of legend and rivals to be despised and envied."
"people, warchiefs proudly display their trophies. They are impressive figures acting as a focal point of the tribe, and they carry on their shoulders the burdens of their people. Warchiefs wield power and respect, but to maintain their grip upon it, they must exert it. To appear strong means crushing their enemies and putting their advisors and captains in their place. If they fail to maintain this appearance of command and domination, all too soon enemies from without and within the tribe begin to sharpen their knives. Warchiefs are skilled fighters and cunning strategists. Being a warchief requires more than just bearing arms into battle and rushing headlong into the enemy. A warchief must also be wise, poring over maps scratched in the dirt to plan the next bloody engagement. Furthermore, even the most savage warchiefs are short lived if they lack some sense of diplomacy. A warchief looking for endless battles soon finds the end of an opponent's sword or a knife lodged in the back. Among the people of the Iron Kingdoms, they are savage tribal leaders, uncouth and lacking in decorum. Among the other tribes of the Bloodstone Marches and in the wilderness, warchiefs are characters of legend and rivals to be despised and envied."
]
}
]
@@ -11461,7 +11461,7 @@
"type": "section",
"name": "Void",
"entries": [
"Since the deaths of the Iosan gods, the clerics who once served them have been faced with a terrible truth. The gods from whom they drew their power are undeniably dead, yet their prayers are still answeredbut by what, no one knows. When Iosan priests now call upon the same powers they did before, the answers come as shadowy and warped echoes of what they once called blessings. The power that comes through seems to itself defy understanding: magic is nullified, the minds of enemies are twisted to such despair and confusion that they cannot act, or there are glimpses of a place as dark and cold as the spaces between the stars. For lack of a better understanding, the Iosans have begun to refer to this unknown source of power as the Void. Clerics who once served Scyrah and Nyssor have been affected in various ways by these developments. Some have had their minds twisted to the point of madness by bizarre justifications for their powers continuing despite a seeming lack of a knowable source. Others seem to accept the Void as a natural force of the universe hitherto unknown, and, in fact, some scholars hail these events as the discovery of a force that will lead to radical new theories of natural law. Still others turn away from the use of Void energy entirely, believing its arrival to be a symbol, if not a manifestation, of the death of their gods. Never before has the world seen gods die and have their power replaced so utterly by something completely unknown. No one who studies these events can fail to be shaken in their beliefs, whatever they may be, and most agree that, whatever the Void truly is, its manifestation can only bode ill for all of Caen. Clerics of the Void In the Iron Kingdoms setting, clerics of the Void domain are Iosans and Nyss who were formerly priests of their respective gods. This restriction reflects the story of clerics in the Iron Kingdoms, but your GM can lift it if it doesnt apply to your campaign setting or your GMs version of the Iron Kingdoms."
"Since the deaths of the Iosan gods, the clerics who once served them have been faced with a terrible truth. The gods from whom they drew their power are undeniably dead, yet their prayers are still answered\u2014but by what, no one knows. When Iosan priests now call upon the same powers they did before, the answers come as shadowy and warped echoes of what they once called blessings. The power that comes through seems to itself defy understanding: magic is nullified, the minds of enemies are twisted to such despair and confusion that they cannot act, or there are glimpses of a place as dark and cold as the spaces between the stars. For lack of a better understanding, the Iosans have begun to refer to this unknown source of power as the Void. Clerics who once served Scyrah and Nyssor have been affected in various ways by these developments. Some have had their minds twisted to the point of madness by bizarre justifications for their powers continuing despite a seeming lack of a knowable source. Others seem to accept the Void as a natural force of the universe hitherto unknown, and, in fact, some scholars hail these events as the discovery of a force that will lead to radical new theories of natural law. Still others turn away from the use of Void energy entirely, believing its arrival to be a symbol, if not a manifestation, of the death of their gods. Never before has the world seen gods die and have their power replaced so utterly by something completely unknown. No one who studies these events can fail to be shaken in their beliefs, whatever they may be, and most agree that, whatever the Void truly is, its manifestation can only bode ill for all of Caen. Clerics of the Void In the Iron Kingdoms setting, clerics of the Void domain are Iosans and Nyss who were formerly priests of their respective gods. This restriction reflects the story of clerics in the Iron Kingdoms, but your GM can lift it if it doesn't apply to your campaign setting or your GM's version of the Iron Kingdoms."
]
}
]
@@ -11541,8 +11541,8 @@
"type": "section",
"name": "Gun",
"entries": [
"During the conflicts that shook the Iron Kingdoms in recent decades, the famed mercenaries of the Hammerfall High Shield Gun Corps became one of the most recognizable symbols of dwarven efficiency and reliability for those outside Rhul. Laying down unerring fire as they clustered in ranks behind their distinctive shields, the High Shields left their mark on every battlefield on which they set their sights, occasionally doing so alongside an efficient Rhulic jack or two. Much of the High Shields martial prowess can be laid at the feet of Pelgor Dhurg. A cousin of the current Stone Lord of Clan Dhurg, this dwarven champion worked as a mercenary in Llael during his youth and brought some of humanitys innovations back with him when he took charge of Hammerfall, perhaps the most imposing of all the Rhulic border forts. He combined these changes with typical Rhulic ingenuity and rigor to create the High Shield Gun Corps, one of the most sought-after mercenary companies in western Immoren. Of course, the High Shields arent just mercenaries. In fact, the primary duty of the indomitable company is to safeguard Hammerfall, and for those who have faced a single contingent of High Shields on the battlefield, the prospect of marching against a fortress garrisoned by hundreds of them is quite daunting. Hiring the highly trained soldiers out as mercenaries serves several purposes beyond filling Clan Dhurgs coffers. It not only provides the soldiers with valuable field experience but also allows Rhul to maintain a presence on the battlefields of western Immoren without openly engaging in war. Because the members of the High Shields take rotating shifts and spend months in the trenches as mercenaries before switching to the less dramatic and far less dangerous job of standing watch in Hammerfall, just",
"about every member of the corps has seen actual combat even though the walls of Hammerfall havent been besieged since the Claimingand hadnt seen an attack for centuries before that. The most important role the High Shields play as mercenaries, however, is an unofficial one. Their presence among the armies of the Iron Kingdoms helps the members of Clan Dhurgand, through them, the rest of the Moot of the Hundred Houseskeep a finger on the pulse of their neighbors to the south. After serving alongside their counterparts among the humans, elves, and other races, the High Shields rotate back to service at Hammerfall, bringing with them valuable intelligence about life and death beyond the borders of Rhul. In the years of relative peace that have followed the Claiming, Hammerfalls soldiers have found themselves less and less in demand by the outside kingdoms, but experienced and reliable soldiers are never unemployed for long, and many High Shields now sell their considerable skills guarding everything from trade caravans to diplomatic envoys."
"During the conflicts that shook the Iron Kingdoms in recent decades, the famed mercenaries of the Hammerfall High Shield Gun Corps became one of the most recognizable symbols of dwarven efficiency and reliability for those outside Rhul. Laying down unerring fire as they clustered in ranks behind their distinctive shields, the High Shields left their mark on every battlefield on which they set their sights, occasionally doing so alongside an efficient Rhulic 'jack or two. Much of the High Shields' martial prowess can be laid at the feet of Pelgor Dhurg. A cousin of the current Stone Lord of Clan Dhurg, this dwarven champion worked as a mercenary in Llael during his youth and brought some of humanity's innovations back with him when he took charge of Hammerfall, perhaps the most imposing of all the Rhulic border forts. He combined these changes with typical Rhulic ingenuity and rigor to create the High Shield Gun Corps, one of the most sought-after mercenary companies in western Immoren. Of course, the High Shields aren't just mercenaries. In fact, the primary duty of the indomitable company is to safeguard Hammerfall, and for those who have faced a single contingent of High Shields on the battlefield, the prospect of marching against a fortress garrisoned by hundreds of them is quite daunting. Hiring the highly trained soldiers out as mercenaries serves several purposes beyond filling Clan Dhurg's coffers. It not only provides the soldiers with valuable field experience but also allows Rhul to maintain a presence on the battlefields of western Immoren without openly engaging in war. Because the members of the High Shields take rotating shifts and spend months in the trenches as mercenaries before switching to the less dramatic and far less dangerous job of standing watch in Hammerfall, just",
"about every member of the corps has seen actual combat even though the walls of Hammerfall haven't been besieged since the Claiming\u2014and hadn't seen an attack for centuries before that. The most important role the High Shields play as mercenaries, however, is an unofficial one. Their presence among the armies of the Iron Kingdoms helps the members of Clan Dhurg\u2014and, through them, the rest of the Moot of the Hundred Houses\u2014keep a finger on the pulse of their neighbors to the south. After serving alongside their counterparts among the humans, elves, and other races, the High Shields rotate back to service at Hammerfall, bringing with them valuable intelligence about life and death beyond the borders of Rhul. In the years of relative peace that have followed the Claiming, Hammerfall's soldiers have found themselves less and less in demand by the outside kingdoms, but experienced and reliable soldiers are never unemployed for long, and many High Shields now sell their considerable skills guarding everything from trade caravans to diplomatic envoys."
]
}
]
@@ -11558,7 +11558,7 @@
"type": "section",
"name": "Edicts",
"entries": [
"Paladins who vow the Oath of Edicts are enforcers of the ancient laws, codes, and protocols decreed by their deity. These divine warriors burden themselves neither with interpretation of the law nor its ethical or moral disposition. Whether a code is good or evil or right or wrong is of little consequence to them because they focus solely on ensuring that the ancient law is enforced. Modern laws change with new kings, queens, and nations; as such, these paladins do not hold them in as high regard. To them, the ancient laws are immutable and a sacred connection to their deity that must be preserved at all costs. The largest collection of paladins sworn to this oath are the Moot Judges of Rhul. The original laws of dwarven society, known as Edicts, were set down by the Great Fathers, the ancient progenitors who have risen to become demigods of the dwarven people. These Edicts are interpreted by laws that have been collected in a massive series of documents known as the Codex. The Rhulic Moot spends much of its time in discussion and negotiation, creating laws to interpret the various Edicts into more detailed and situational judgments. These laws are revised and amended with the times, but whenever there is a conflict, the original Edict always takes precedence. It is these original Edicts that the Moot Judges preserve and enforce at all costs."
"Paladins who vow the Oath of Edicts are enforcers of the ancient laws, codes, and protocols decreed by their deity. These divine warriors burden themselves neither with interpretation of the law nor its ethical or moral disposition. Whether a code is \"good\" or \"evil\" or \"right\" or \"wrong\" is of little consequence to them because they focus solely on ensuring that the ancient law is enforced. Modern laws change with new kings, queens, and nations; as such, these paladins do not hold them in as high regard. To them, the ancient laws are immutable and a sacred connection to their deity that must be preserved at all costs. The largest collection of paladins sworn to this oath are the Moot Judges of Rhul. The original laws of dwarven society, known as Edicts, were set down by the Great Fathers, the ancient progenitors who have risen to become demigods of the dwarven people. These Edicts are interpreted by laws that have been collected in a massive series of documents known as the Codex. The Rhulic Moot spends much of its time in discussion and negotiation, creating laws to interpret the various Edicts into more detailed and situational judgments. These laws are revised and amended with the times, but whenever there is a conflict, the original Edict always takes precedence. It is these original Edicts that the Moot Judges preserve and enforce at all costs."
]
}
]
@@ -11590,7 +11590,7 @@
"type": "section",
"name": "Nyss Hunter",
"entries": [
"The Nyss hunters who escaped the Shard Spires and the dragon Everblights throngs of blighted legions have lived difficult lives. Beyond their homeland, they have evolved into hardened killers who use their traditional bow and claymore to swiftly dispatch their enemies. The Nyss hunters have taught people of other cultures about their traditional hunting techniques and told stories of the abominations that nearly wiped out their race in order to preserve a part of their own culture."
"The Nyss hunters who escaped the Shard Spires and the dragon Everblight's throngs of blighted legions have lived difficult lives. Beyond their homeland, they have evolved into hardened killers who use their traditional bow and claymore to swiftly dispatch their enemies. The Nyss hunters have taught people of other cultures about their traditional hunting techniques and told stories of the abominations that nearly wiped out their race in order to preserve a part of their own culture."
]
}
]
@@ -11622,7 +11622,7 @@
"type": "section",
"name": "Mage Slayer",
"entries": [
"The shadows are often home to those who would wield magic for dark purposes. The shadows are home to many, however, including those who specialize in removing such threats. The assassins blade is a potent tool, but sometimes you need a specialist, someone who can slip past the wizardly defenses and counter magic with more than just cold steel."
"The shadows are often home to those who would wield magic for dark purposes. The shadows are home to many, however, including those who specialize in removing such threats. The assassin's blade is a potent tool, but sometimes you need a specialist, someone who can slip past the wizardly defenses and counter magic with more than just cold steel."
]
}
]
@@ -11638,7 +11638,7 @@
"type": "section",
"name": "Ice Forged",
"entries": [
"The Nyss god, Nyssor, was known primarily as the Scyir of Winter to most outsiders. However, to the Nyss and, to a lesser extent, the Iosans, Nyssor is also the Grand Crafter. Nyssors ability to forge and create was equal to or greater than his affinity and skill with cold. Some who have shown natural ability with cold or the ability to create are thought to be touched by Nyssor in some way. A very rare few are able to harness these gifts in unison in such a way that they become something more than the sum of their parts. Known as Ice Forged, their abilities echo those of their departed god. How these abilities persist in the face of Nyssors murder is unknown. Its as if these abilities have crystallized and frozen themselves within the chosen vessel, or, perhaps, they are not from their god, but the Nyss have somehow ascended toward godhood themselves through these skills. Whatever the reason may be, the Ice Forged can create masterpieces for their people while honoring their fallen deity."
"The Nyss' god, Nyssor, was known primarily as the Scyir of Winter to most outsiders. However, to the Nyss and, to a lesser extent, the Iosans, Nyssor is also the Grand Crafter. Nyssor's ability to forge and create was equal to or greater than his affinity and skill with cold. Some who have shown natural ability with cold or the ability to create are thought to be touched by Nyssor in some way. A very rare few are able to harness these gifts in unison in such a way that they become something more than the sum of their parts. Known as Ice Forged, their abilities echo those of their departed god. How these abilities persist in the face of Nyssor's murder is unknown. It's as if these abilities have crystallized and frozen themselves within the chosen vessel, or, perhaps, they are not from their god, but the Nyss have somehow ascended toward godhood themselves through these skills. Whatever the reason may be, the Ice Forged can create masterpieces for their people while honoring their fallen deity."
]
}
]
@@ -11654,7 +11654,7 @@
"type": "section",
"name": "Magister",
"entries": [
"Masters of kinetic field technology, the Magisters of Shyeel speak with the authority of one of Ios most powerful houses. Even Dawnguard scyirs will present their orders more as requests than demands. Trained to manipulate those same forces that allow their myrmidons to function, magisters defend Shyeels interests and deliver its edicts with bone-shattering authority. Houses of nobility, mercantile interests, guilds, and societies often have a reach stretching across borders and even continents. While they may have spies and diplomatic envoys in court, it is the magisters who speak with the full weight and authority of their sponsors, which they support by their mastery of kinetic forces. Magisters wear regalia clearly identifying their allegiance, lest there be any question whom they represent. These regalia are not merely decorative; they generate a protective field that the magister can manipulate. While some may consider it uncivilized, magisters will not shy away from enforcing an edict by means of a closed fist wrapped in a kinetic field."
"Masters of kinetic field technology, the Magisters of Shyeel speak with the authority of one of Ios' most powerful houses. Even Dawnguard scyirs will present their orders more as requests than demands. Trained to manipulate those same forces that allow their myrmidons to function, magisters defend Shyeel's interests and deliver its edicts with bone-shattering authority. Houses of nobility, mercantile interests, guilds, and societies often have a reach stretching across borders and even continents. While they may have spies and diplomatic envoys in court, it is the magisters who speak with the full weight and authority of their sponsors, which they support by their mastery of kinetic forces. Magisters wear regalia clearly identifying their allegiance, lest there be any question whom they represent. These regalia are not merely decorative; they generate a protective field that the magister can manipulate. While some may consider it uncivilized, magisters will not shy away from enforcing an edict by means of a closed fist wrapped in a kinetic field."
]
}
]
@@ -11750,7 +11750,7 @@
"type": "section",
"name": "Arcanika Adeptis",
"entries": [
"Your ability to wield arcanika goes beyond what the other warcasters of Ios can do. Your insight into and knowledge of how arcanika functions allows you to manipulate it with an efficiency that only a few can understand. As such, youre able to not only get the most out of your arcanika, but you can push it beyond its normal limits."
"Your ability to wield arcanika goes beyond what the other warcasters of Ios can do. Your insight into and knowledge of how arcanika functions allows you to manipulate it with an efficiency that only a few can understand. As such, you're able to not only get the most out of your arcanika, but you can push it beyond its normal limits."
]
}
]
@@ -11766,8 +11766,8 @@
"type": "section",
"name": "Rhulic Warcaster",
"entries": [
"The people of Rhul are blessed with adepts of arcane mechanika and the materials they use. Their lands are rich in rare ores and minerals that are critical to the production of high-quality steels and alloys and the fabrication of high- grade steamjack cortexes. Furthermore, Rhulic ingenuity led them to find many novel applications for steamjacks and discover crafting solutions that have hindered other kingdoms in their production of these weapons of war. Rhulic warjacks are not one-trick ponies but, rather, are armed with equipment and weapons that serve dual purposes. On the battlefield, such machines rend flesh and crush bone, yet, at home, the same warjacks are used for mining, construction, and labor. Understandably then, Rhulic warcasters hold a prominent position in society. They defend the borders of Rhul, fight for their clans, and control jacks working in mines or on construction sites. They fill the coffers of their clan through their domestic labors or as mercenaries for hire in the wars between the peoples of the Iron Kingdoms.",
"Rhulic warcasters roles changed dramatically as the Claiming began. While the infernals were focused on reaping the souls of humans, that did not stop them from turning their gaze to the other peoples of Immoren. Twisted creatures born from nightmares invaded Rhul, driven by the need to destroy and steal souls. Standing between the people of Rhul and the demons were their warcasters. The heroes of the clans wielded magic and advanced weaponry as a hammer blow to the infernal invaders. Rock hammers, pulverizing drills, and the very squat stature of the Rhulic jacks suited the battles in the tunnels, mines, and cities of Rhul, but the adaptability of the Rhulic warjacks also allowed their warcasters to turn the tables no matter the arena of war. Just like the warcasters of the Iron Kingdoms, Rhulic warcasters are the beating heart of an army, as they direct arcane energies into their weapons, warjacks, and spells to tilt the fight in their favor. This ability to direct arcane forces into their warjacks, coupled with the quality of Rhulic cortexes and weapons, allows Rhulic warcasters to achieve victories that warcasters of other kingdoms would be hard pressed to achieve."
"The people of Rhul are blessed with adepts of arcane mechanika and the materials they use. Their lands are rich in rare ores and minerals that are critical to the production of high-quality steels and alloys and the fabrication of high- grade steamjack cortexes. Furthermore, Rhulic ingenuity led them to find many novel applications for steamjacks and discover crafting solutions that have hindered other kingdoms in their production of these weapons of war. Rhulic warjacks are not one-trick ponies but, rather, are armed with equipment and weapons that serve dual purposes. On the battlefield, such machines rend flesh and crush bone, yet, at home, the same warjacks are used for mining, construction, and labor. Understandably then, Rhulic warcasters hold a prominent position in society. They defend the borders of Rhul, fight for their clans, and control 'jacks working in mines or on construction sites. They fill the coffers of their clan through their domestic labors or as mercenaries for hire in the wars between the peoples of the Iron Kingdoms.",
"Rhulic warcasters' roles changed dramatically as the Claiming began. While the infernals were focused on reaping the souls of humans, that did not stop them from turning their gaze to the other peoples of Immoren. Twisted creatures born from nightmares invaded Rhul, driven by the need to destroy and steal souls. Standing between the people of Rhul and the demons were their warcasters. The heroes of the clans wielded magic and advanced weaponry as a hammer blow to the infernal invaders. Rock hammers, pulverizing drills, and the very squat stature of the Rhulic 'jacks suited the battles in the tunnels, mines, and cities of Rhul, but the adaptability of the Rhulic warjacks also allowed their warcasters to turn the tables no matter the arena of war. Just like the warcasters of the Iron Kingdoms, Rhulic warcasters are the beating heart of an army, as they direct arcane energies into their weapons, warjacks, and spells to tilt the fight in their favor. This ability to direct arcane forces into their warjacks, coupled with the quality of Rhulic cortexes and weapons, allows Rhulic warcasters to achieve victories that warcasters of other kingdoms would be hard pressed to achieve."
]
}
]
@@ -11815,7 +11815,7 @@
"type": "section",
"name": "Runeshaper",
"entries": [
"Runeshapers are among the most formidable trollkin sorcerers, having learned to manipulate stone by the power of their will. At a runeshapers call, rune-carved rocks rise into the air around them. These stones fly at the trollkins foes with deadly force while the earth itself trembles, bringing would-be attackers to their knees."
"Runeshapers are among the most formidable trollkin sorcerers, having learned to manipulate stone by the power of their will. At a runeshaper's call, rune-carved rocks rise into the air around them. These stones fly at the trollkin's foes with deadly force while the earth itself trembles, bringing would-be attackers to their knees."
]
}
]
@@ -12503,7 +12503,7 @@
],
"firearm": true,
"entries": [
"The crude firearms of farrow tribes are built to be sturdyas likely to be used as a bludgeon as a gun.",
"The crude firearms of farrow tribes are built to be sturdy\u2014as likely to be used as a bludgeon as a gun.",
"{@b Magazine (1).} This firearm holds 1 round of ammunition. After firing, you must use your action or bonus action to reload before firing again.",
"{@b Misfire (3).} If you roll a 1, 2, or 3 on the attack roll's {@dice d20}, the weapon misfires. The attack misses and the weapon must be cleared with an action before it can be fired again.",
"{@b Improvised Club.} A pig iron can be used as an improvised melee weapon; when used as a melee weapon, it is treated as a club."
@@ -12527,7 +12527,7 @@
],
"range": "20/60",
"entries": [
"Enormous stone columns used by trollkin warriors as tests of strengthand in battle, flung into enemy formations or swung like oversized mauls.",
"Enormous stone columns used by trollkin warriors as tests of strength\u2014and in battle, flung into enemy formations or swung like oversized mauls.",
"{@b Thrown (20/60).}",
"{@b Knockback.} A Medium or smaller creature hit by a thrown caber is also pushed 5 feet away."
],
@@ -14916,15 +14916,15 @@
"type": "entries",
"name": "Small Is Big for the Smaller",
"entries": [
"Bogrin, like many of Dhunias children, form tribes and kriels in the wilderness, but some bogrin make a life within the cities of the Iron Kingdoms, most notably in the pirate city Five Fingers. While bogrin are the more aggressive goblin species, forming raiding parties to attack farmsteads and caravans, they will not look for a fight until the numbers are on their side. The centuries of preying on the early nations of humans and claiming lands populated by giant, ferocious beasts have instilled bogrin culture with tenaciousness, teamwork, loyalty, and a keen sense of deception and trickery. Rarely do they attack their targets and enemies head-on, choosing instead to lure them into well-laid traps, bottlenecks, and dead ends. These tribes are still led by the strongest and most devious members, who enjoy the best cuts of meat and have the first choice of the spoils of battle. LITTLE THIEVES ARE HANGED,"
"Bogrin, like many of Dhunia's children, form tribes and kriels in the wilderness, but some bogrin make a life within the cities of the Iron Kingdoms, most notably in the pirate city Five Fingers. While bogrin are the more aggressive goblin species, forming raiding parties to attack farmsteads and caravans, they will not look for a fight until the numbers are on their side. The centuries of preying on the early nations of humans and claiming lands populated by giant, ferocious beasts have instilled bogrin culture with tenaciousness, teamwork, loyalty, and a keen sense of deception and trickery. Rarely do they attack their targets and enemies head-on, choosing instead to lure them into well-laid traps, bottlenecks, and dead ends. These tribes are still led by the strongest and most devious members, who enjoy the best cuts of meat and have the first choice of the spoils of battle. LITTLE THIEVES ARE HANGED,"
]
},
{
"type": "entries",
"name": "But Great Ones Escape",
"entries": [
"While outsiders may think of bogrin as savage annoyances to traders traveling the roads of western Immoren, bogrin do have a well-developed society. They are practiced in bushcraft, alchemical arts, and skinning, and they happily trade their wares and trinkets with outsiders. Before the coming of the Orgoth, the bogrin tribes were part of the larger community of Molgur peoples, aiding their larger spiritual cousins in raids upon the Menite pilgrims who were invading the Molgurs ancestral lands. Despite the collapse of the Molgur alliance, the bogrin still follow their spoken traditions and myths, praying to the Devourer Wurm and Some folk still tend to look disparagingly on gobbers, but in large part, this undeserved reputation is the fault of their next of kin, the inhospitable bogrin. These contentious critters thrive in hostile regions and tend toward barbarism and savagery, quite unlike their smaller relatives. Evolution is a mystery. Gameo Ortmin, astrometrician and follower of Cyriss",
"Dhunia and looking for their guidance and blessings in acts of bloodshed and healing, respectively. Such is their faith in the Great Mother that bogrin often establish settlements where their mystics find the strongest spiritual connection to the goddesscaves, waterfalls, mines, and natural rock formations. Here, upon stone altars, the bogrin offer up blood and flesh sacrifices to the Devourer Wurm and the Great Mother in raucous rites of fire and feasting."
"While outsiders may think of bogrin as savage annoyances to traders traveling the roads of western Immoren, bogrin do have a well-developed society. They are practiced in bushcraft, alchemical arts, and skinning, and they happily trade their wares and trinkets with outsiders. Before the coming of the Orgoth, the bogrin tribes were part of the larger community of Molgur peoples, aiding their larger spiritual cousins in raids upon the Menite pilgrims who were invading the Molgur's ancestral lands. Despite the collapse of the Molgur alliance, the bogrin still follow their spoken traditions and myths, praying to the Devourer Wurm and Some folk still tend to look disparagingly on gobbers, but in large part, this undeserved reputation is the fault of their next of kin, the inhospitable bogrin. These contentious critters thrive in hostile regions and tend toward barbarism and savagery, quite unlike their smaller relatives. Evolution is a mystery. \u2014Gameo Ortmin, astrometrician and follower of Cyriss",
"Dhunia and looking for their guidance and blessings in acts of bloodshed and healing, respectively. Such is their faith in the Great Mother that bogrin often establish settlements where their mystics find the strongest spiritual connection to the goddess\u2014caves, waterfalls, mines, and natural rock formations. Here, upon stone altars, the bogrin offer up blood and flesh sacrifices to the Devourer Wurm and the Great Mother in raucous rites of fire and feasting."
]
}
]
@@ -14939,7 +14939,7 @@
"type": "entries",
"name": "Farrow",
"entries": [
"A hardy species of a porcine nature, the farrow have existed at the fringes of the Iron Kingdoms and the more orderly civilizations beyond its borders. Many of their tribes are found in the Bloodstone Marches, where they eke out a life consuming the scraps left by other peoples of western Immoren and lead savage raids upon caravans and isolated communities. While they are hardy and brutal, they are also always looking for opportunity and an easy meal. Ornery and pugnacious, the farrow are a most successful breed of Dhunians. While theyre not as hardy as the trollkin or as strong as the ogrun, the Great Mother seems to have blessed her tusked children with a tenacity that is second to none, along with the ability to thrive on castoffs and spoiled meat. Throw a farrow in a scrap heap or the trash pile behind a butcher shop, and youll see that farrow live like a king. Dunning Kase, Caspian University lecturer",
"A hardy species of a porcine nature, the farrow have existed at the fringes of the Iron Kingdoms and the more orderly civilizations beyond its borders. Many of their tribes are found in the Bloodstone Marches, where they eke out a life consuming the scraps left by other peoples of western Immoren and lead savage raids upon caravans and isolated communities. While they are hardy and brutal, they are also always looking for opportunity and an easy meal. Ornery and pugnacious, the farrow are a most successful breed of Dhunians. While they're not as hardy as the trollkin or as strong as the ogrun, the Great Mother seems to have blessed her tusked children with a tenacity that is second to none, along with the ability to thrive on castoffs and spoiled meat. Throw a farrow in a scrap heap or the trash pile behind a butcher shop, and you'll see that farrow live like a king. \u2014Dunning Kase, Caspian University lecturer",
{
"type": "entries",
"name": "Ham Fisted",
@@ -14951,7 +14951,7 @@
"type": "entries",
"name": "Globe Trotters",
"entries": [
"While the farrow are not above eating carrion and rancid offcuts, they are also not just brutish animals (and are even seemingly excellent cooks). The farrow have a society, of sorts, dominated by strength and cunning. Like many of the other peoples in the wilds, the farrow are the children of Dhunia. And while Dhunian shamans exist among the farrow, the farrow have no written history or even oral traditions that explain their origins. AS YOU SOW, SO SHALL YOU REAP Farrow villages can be found from the heights of the Dragonspine Peaks to the depths of the Thornwood Forest and across the Bloodstone Marches. Their hovels, and nearly everything of farrow life, is made from the scraps and detritus that the farrow steal, plunder, and dig up. Nothing is wasted, not even their deadfarrow have no taboos regarding cannibalism. Such ingenuity even allows the farrow to fashion crude firearms, and artisans and craftsmen gain elevated status for arming the tribal raiding parties. The very bottom of their society is thus composed of the weak, dim- witted, and ostracized, who toil away while being savagely beaten into submission. Much to the surprise of humans and Iosans, the farrow even have a language known as Grun. Cobbled together from words in ancient Caspian, the odd intelligible Cygnaran verbiage, Molgur-Trul, and even some Gobberish, the language sounds half-garbled, punctuated with grunts and squeals."
"While the farrow are not above eating carrion and rancid offcuts, they are also not just brutish animals (and are even seemingly excellent cooks). The farrow have a society, of sorts, dominated by strength and cunning. Like many of the other peoples in the wilds, the farrow are the children of Dhunia. And while Dhunian shamans exist among the farrow, the farrow have no written history or even oral traditions that explain their origins. AS YOU SOW, SO SHALL YOU REAP Farrow villages can be found from the heights of the Dragonspine Peaks to the depths of the Thornwood Forest and across the Bloodstone Marches. Their hovels, and nearly everything of farrow life, is made from the scraps and detritus that the farrow steal, plunder, and dig up. Nothing is wasted, not even their dead\u2014farrow have no taboos regarding cannibalism. Such ingenuity even allows the farrow to fashion crude firearms, and artisans and craftsmen gain elevated status for arming the tribal raiding parties. The very bottom of their society is thus composed of the weak, dim- witted, and ostracized, who toil away while being savagely beaten into submission. Much to the surprise of humans and Iosans, the farrow even have a language known as Grun. Cobbled together from words in ancient Caspian, the odd intelligible Cygnaran verbiage, Molgur-Trul, and even some Gobberish, the language sounds half-garbled, punctuated with grunts and squeals."
]
}
]
@@ -14966,12 +14966,12 @@
"type": "entries",
"name": "Idrian Marchfolk",
"entries": [
"The Bloodstone Marches have always bred hardy folk but none more so than the nomadic tribes hidden deep in the Marches, beyond the reach of the Protectorate of Menoth. When Hierarch Luctine launched crusades across the Marches to convert the Idrian tribes, much blood was shed. Then, in 504 AR, a great earthquake decimated the Idrians while leaving the Sul-Menites untouched. Recognizing the hand of the divine, many Idrians converted, but far out across the Marches, other tribes adhered to their belief. Some continued in their traditional tribal worship of Dhunia, the Wurm, or their ancestors. For over a century, these tribes evaded the scrutators, allowing the priesthood to believe them extinct and letting themselves be forgotten by civilization. The tribes only contact with Menite settlements was through lone Idrians sneaking into settlements to trade with their kin before vanishing once again into the wastes.",
"The Bloodstone Marches have always bred hardy folk but none more so than the nomadic tribes hidden deep in the Marches, beyond the reach of the Protectorate of Menoth. When Hierarch Luctine launched crusades across the Marches to convert the Idrian tribes, much blood was shed. Then, in 504 AR, a great earthquake decimated the Idrians while leaving the Sul-Menites untouched. Recognizing the hand of the divine, many Idrians converted, but far out across the Marches, other tribes adhered to their belief. Some continued in their traditional tribal worship of Dhunia, the Wurm, or their ancestors. For over a century, these tribes evaded the scrutators, allowing the priesthood to believe them extinct and letting themselves be forgotten by civilization. The tribes' only contact with Menite settlements was through lone Idrians sneaking into settlements to trade with their kin before vanishing once again into the wastes.",
{
"type": "entries",
"name": "Returning Whence They Came",
"entries": [
"After the Claiming and the subsequent decline of the Protectorates power, Menite civilians of Idrian descent found themselves under the scrutiny of an increasingly paranoid priesthood. As the Exemplars and Cleansers became more heavy-handed in their purges, more and more Idrians stole away in the night to make the perilous journey east to their ancestral homelands, seeking sanctuary with those they had abandoned. The tribes of the Marches have welcomed the return of their kin and become bolder as their numbers grow. Some tribes have used their greater numbers to establish longer-term settlements deep in the Marches, re- establishing agricultural practices that were impossible while constantly moving to avoid Menite patrols. Others see their increased ranks as an opportunity to seize territory from neighboring Tharn and farrow, reinforced by weapons and, in some rare cases, warjacks brought to them by their returning kin."
"After the Claiming and the subsequent decline of the Protectorate's power, Menite civilians of Idrian descent found themselves under the scrutiny of an increasingly paranoid priesthood. As the Exemplars and Cleansers became more heavy-handed in their purges, more and more Idrians stole away in the night to make the perilous journey east to their ancestral homelands, seeking sanctuary with those they had abandoned. The tribes of the Marches have welcomed the return of their kin and become bolder as their numbers grow. Some tribes have used their greater numbers to establish longer-term settlements deep in the Marches, re- establishing agricultural practices that were impossible while constantly moving to avoid Menite patrols. Others see their increased ranks as an opportunity to seize territory from neighboring Tharn and farrow, reinforced by weapons and, in some rare cases, warjacks brought to them by their returning kin."
]
},
{
@@ -14985,8 +14985,8 @@
"type": "entries",
"name": "Marchfolk Names",
"entries": [
"Surnames are a recent addition to Idrian name-giving rituals. The conventional practice is to combine a short surname with ones tribal name. (Eleven tribes are officially recognized within the Protectorate of Menoththe eleven that converted en masse in 565 AR.) The name-giving ritual takes place when a child turns three. Up until that time, the child has neither a first nor last name and is referred to only as child or some other dismissive term. During the ritual, the child will be presented with a patronymic name. For example, if a boys father hails from the Makha tribe, the boy may then We follow the old ways. The way of sun and blood, as our people have done since the days when the skies were made of fire. We do not bow to the god that those living in the cities would have us worship. Their god does not know us. We do not know him. We worship the Great Mother and the hungry Wurm. Our gods are older than theirs and are more generous with their gifts. Ibram Ad-Zara, Marchfolk shaman",
"Pygs have come a long way in a short time. These little ones used to be no more than a nuisance to us, more civilized trollkin. Some of us found uses for them, like the ones that carry my kegs of ale. Since Ironhide founded the United Kriels, pygs have really found their place with us. With their knack for using the smaller, human- made firearms and their natural gravitation toward our more primal cousins, pygs are no longer the savages they used to be. Borka Kegslayer be named Sahu Kehtmakha; if a girls father is of Silmani blood, she may be named Saleha Tarsilmani. Male Names: Abidin, Adil, Adira, Affendi, Aiman, Akhet, Akhun, Amir, Amon, Amran, Anazim, Anuar, Arshad, Arzu, Azlan, Badan, Bahari, Baharudin, Bakara, Bakva, Banu, Bashah, Dahari, Djavak, Djokola, Durga, Faizal, Fakharuddin, Farhan, Fashran, Fazrul, Ghani, Goha, Gosaf, Haakim, Hadi, Hafizul, Harun, Hasnan, Huslan, Ihsan, Imran, Ishak, Iskandar, Izal, Jaafar, Juhari, Kamarul, Khalid, Khvas, Kutsna, Lasha, Makhari, Marlizam, Moastaf, Muzaffar, Naazim, Nahak, Najmudin, Nazri, Proha, Razak, Retek, Rosdan, Saadim, Sahrizan, Sahu, Saltuk, Shaharuddin, Shamsul, Shariman, Shazrin, Siva, Sulaiman, Syahiran, Taarek, Taha, Tajuddin, Tarmizi, Umar, Vasan, Vasu, Volka, Yahaja, Yusuf, Zadar, Zahrin, Zahrul, Zakari, Zaru, Zedrin Female Names: Adisa, Ami, Amira, Anisah, Aryani, Asmida, Aysha, Azara, Azlina, Bala, Chiora, Dalina, Dasima, Dedika, Dendara, Ezadura, Fareha, Fariza, Fatimah, Gulisa, Hafizah, Hasha, Haslina, Imanina, Indra, Jamilah, Juvita, Katijah, Kheta, Kita, Laili, Lamara, Lamzira, Latifah, Lilja, Mahiran, Maisa, Mariani, Maya, Mazlin, Mutiara, Nadira, Nazariah, Nurjahan, Opra, Rahanah, Rahiza, Rana, Razmani, Reha, Rohani, Safrina, Saleha, Sanatha, Shafeera, Shalan, Shorena, Shuhada, Siti, Suriani, Tasara, Tiara, Tiesa, Uma, Usha, Voha, Yana, Yara, Yasmin, Yati, Yuzmin, Zahidah, Zahirah, Zakira, Zarina, Zuraina"
"Surnames are a recent addition to Idrian name-giving rituals. The conventional practice is to combine a short surname with one's tribal name. (Eleven tribes are officially recognized within the Protectorate of Menoth\u2014the eleven that converted en masse in 565 AR.) The name-giving ritual takes place when a child turns three. Up until that time, the child has neither a first nor last name and is referred to only as \"child\" or some other dismissive term. During the ritual, the child will be presented with a patronymic name. For example, if a boy's father hails from the Makha tribe, the boy may then We follow the old ways. The way of sun and blood, as our people have done since the days when the skies were made of fire. We do not bow to the god that those living in the cities would have us worship. Their god does not know us. We do not know him. We worship the Great Mother and the hungry Wurm. Our gods are older than theirs and are more generous with their gifts. \u2014Ibram Ad-Zara, Marchfolk shaman",
"Pygs have come a long way in a short time. These little ones used to be no more than a nuisance to us, more civilized trollkin. Some of us found uses for them, like the ones that carry my kegs of ale. Since Ironhide founded the United Kriels, pygs have really found their place with us. With their knack for using the smaller, human- made firearms and their natural gravitation toward our more primal cousins, pygs are no longer the savages they used to be. \u2014Borka Kegslayer be named Sahu Kehtmakha; if a girl's father is of Silmani blood, she may be named Saleha Tarsilmani. Male Names: Abidin, Adil, Adira, Affendi, Aiman, Akhet, Akhun, Amir, Amon, Amran, Anazim, Anuar, Arshad, Arzu, Azlan, Badan, Bahari, Baharudin, Bakara, Bakva, Banu, Bashah, Dahari, Djavak, Djokola, Durga, Faizal, Fakharuddin, Farhan, Fashran, Fazrul, Ghani, Goha, Gosaf, Haakim, Hadi, Hafizul, Harun, Hasnan, Huslan, Ihsan, Imran, Ishak, Iskandar, Izal, Jaafar, Juhari, Kamarul, Khalid, Khvas, Kutsna, Lasha, Makhari, Marlizam, Moastaf, Muzaffar, Naazim, Nahak, Najmudin, Nazri, Proha, Razak, Retek, Rosdan, Saadim, Sahrizan, Sahu, Saltuk, Shaharuddin, Shamsul, Shariman, Shazrin, Siva, Sulaiman, Syahiran, Taarek, Taha, Tajuddin, Tarmizi, Umar, Vasan, Vasu, Volka, Yahaja, Yusuf, Zadar, Zahrin, Zahrul, Zakari, Zaru, Zedrin Female Names: Adisa, Ami, Amira, Anisah, Aryani, Asmida, Aysha, Azara, Azlina, Bala, Chiora, Dalina, Dasima, Dedika, Dendara, Ezadura, Fareha, Fariza, Fatimah, Gulisa, Hafizah, Hasha, Haslina, Imanina, Indra, Jamilah, Juvita, Katijah, Kheta, Kita, Laili, Lamara, Lamzira, Latifah, Lilja, Mahiran, Maisa, Mariani, Maya, Mazlin, Mutiara, Nadira, Nazariah, Nurjahan, Opra, Rahanah, Rahiza, Rana, Razmani, Reha, Rohani, Safrina, Saleha, Sanatha, Shafeera, Shalan, Shorena, Shuhada, Siti, Suriani, Tasara, Tiara, Tiesa, Uma, Usha, Voha, Yana, Yara, Yasmin, Yati, Yuzmin, Zahidah, Zahirah, Zakira, Zarina, Zuraina"
]
},
{
@@ -15008,7 +15008,7 @@
"type": "entries",
"name": "Pygmy Troll",
"entries": [
"More commonly known as pygs, pygmy trolls are smallvery small. Once, they lived on the fringe of the trollkin society, but the recent struggles of the trollkin kriels have allowed pygs to earn a larger place with the trollkin. Their natural talent for scavenging and knack with firearms has garnered them respect and even prestige within the United Kriels. Much like their larger kin, pygs tend toward pale gray skin tinged with blue and green. Pygs have four fingers and toes as well as the typical spiny protrusions on the backs of their heads and necks. Their adaptability and eagerness are allowing pygs to find their own place in the larger world.",
"More commonly known as pygs, pygmy trolls are small\u2014very small. Once, they lived on the fringe of the trollkin society, but the recent struggles of the trollkin kriels have allowed pygs to earn a larger place with the trollkin. Their natural talent for scavenging and knack with firearms has garnered them respect and even prestige within the United Kriels. Much like their larger kin, pygs tend toward pale gray skin tinged with blue and green. Pygs have four fingers and toes as well as the typical spiny protrusions on the backs of their heads and necks. Their adaptability and eagerness are allowing pygs to find their own place in the larger world.",
"A NEW TRADITION While the trollkin have often lived with their clans, called kith, and neighboring communities, called kriel, these concepts are relatively new to the pygmy trolls. Having lived on the fringes of trollkin society, the pygs had some rudimentary understanding of kith and kriel, but they now are rapidly learning how they fit into those social structures. The United Kriels have rapidly added the adaptable pygs to their armed forces, giving the pygs traditions of their own, such as the bushwhackers and the Northkin lookouts."
]
}
@@ -15022,7 +15022,7 @@
"type": "entries",
"name": "Soulless",
"entries": [
"Much like their soul-having kin, soulless are similar to humans in build, reaching upward of six feet tall. Physically, the soulless are similar to the Iosans: willowy yet vigorous. Soulless generally dont live as long as their Iosan relatives, typically no more than 100 years. While rumors persist there have been soulless that have lived beyond of 200 years, that has yet to be seen. Soulless are pale like a common Iosan and may have various shades of hair color, but it is not uncommon for them to be bald. Tattoos that cover much of their body are a holdover from their time serving the Retribution of Scyrah. Since the Sundering, it is unknown if those traditions have persisted among the soulless. Unlike the Iosans, all soulless have eyes of pure black that appear as oily pools of nothingness, yet they see as normal Iosans would. The typical xenophobia and secret-keeping of the Iosans applies to the soulless as well. However, after the Sundering, these traits seem magnified or heightened. A WELL-KEPT SECRET No one in western Immoren has kept secrets better than the Iosans. They tightly patrol their borders and expel or outright kill any unwanted guests. Thus, little is known of the nation of Ios, much less of their people and ongoing plight. While once a rarity, the soulless are now the majority and one of the darkest secrets kept by the Iosan people. Starting not long after the Rivening and the return of the goddess Scyrah, Iosan births were marred with the unique circumstance of infants born without souls. With the death of the goddess Ayisla, Suzerain of the Fallen, Iosan souls could no longer be reincarnated into a new vessel. The result of which has finally come full circle with the Sundering: the assassination of the remaining Iosan gods, Nyssor and Scyrah. Partnered with their eldritch allies, the soulless are now the only living Iosans within the nation of Ios. Those coming to the edge of the borders of Iosor worse, beyond its bordersare likely to find the last things they see are a pair of onyx eyes and a blade edge. Prior to the Sundering, Iosans were rarely seen outside of their homeland. Soulless, by comparison, are nearly nonexistent outside of Ios. Those that are living abroad are either agents of the Retribution of Scyrah or former agents of the Retribution that never returned home. Since the Sundering, soulless have been seen more and more as they work tasks their eldritch allies cannot. Soulless? Yes, Ive interacted with them. Creepy doesnt begin to describe the feeling I had being around one. At first, I tried talking with it, but the distant tone in its voice and complete lack of social etiquette made the situation even weirder, if thats possible. Eventually, I was called away to receive my orders and not a moment too soon. Any more awkward silence and I would have had to make an excuse to get away from it. Commander Shael Elloth, mage hunter"
"Much like their soul-having kin, soulless are similar to humans in build, reaching upward of six feet tall. Physically, the soulless are similar to the Iosans: willowy yet vigorous. Soulless generally don't live as long as their Iosan relatives, typically no more than 100 years. While rumors persist there have been soulless that have lived beyond of 200 years, that has yet to be seen. Soulless are pale like a common Iosan and may have various shades of hair color, but it is not uncommon for them to be bald. Tattoos that cover much of their body are a holdover from their time serving the Retribution of Scyrah. Since the Sundering, it is unknown if those traditions have persisted among the soulless. Unlike the Iosans, all soulless have eyes of pure black that appear as oily pools of nothingness, yet they see as normal Iosans would. The typical xenophobia and secret-keeping of the Iosans applies to the soulless as well. However, after the Sundering, these traits seem magnified or heightened. A WELL-KEPT SECRET No one in western Immoren has kept secrets better than the Iosans. They tightly patrol their borders and expel or outright kill any unwanted guests. Thus, little is known of the nation of Ios, much less of their people and ongoing plight. While once a rarity, the soulless are now the majority and one of the darkest secrets kept by the Iosan people. Starting not long after the Rivening and the return of the goddess Scyrah, Iosan births were marred with the unique circumstance of infants born without souls. With the death of the goddess Ayisla, Suzerain of the Fallen, Iosan souls could no longer be reincarnated into a new vessel. The result of which has finally come full circle with the Sundering: the assassination of the remaining Iosan gods, Nyssor and Scyrah. Partnered with their eldritch allies, the soulless are now the only living Iosans within the nation of Ios. Those coming to the edge of the borders of Ios\u2014or worse, beyond its borders\u2014are likely to find the last things they see are a pair of onyx eyes and a blade edge. Prior to the Sundering, Iosans were rarely seen outside of their homeland. Soulless, by comparison, are nearly nonexistent outside of Ios. Those that are living abroad are either agents of the Retribution of Scyrah or former agents of the Retribution that never returned home. Since the Sundering, soulless have been seen more and more as they work tasks their eldritch allies cannot. Soulless? Yes, I've interacted with them. Creepy doesn't begin to describe the feeling I had being around one. At first, I tried talking with it, but the distant tone in its voice and complete lack of social etiquette made the situation even weirder, if that's possible. Eventually, I was called away to receive my orders and not a moment too soon. Any more awkward silence and I would have had to make an excuse to get away from it. \u2014Commander Shael Elloth, mage hunter"
]
}
]
@@ -15927,7 +15927,7 @@
}
],
"entries": [
"You compel a sentient creature that you can see within range to confess its wrongdoings for the duration. The target must succeed on a Wisdom saving throw or begin truthfully confessing any acts it has performed within the last week that it either believes were wrong or knows are against local laws and traditions. The target can still take actions normally, but it takes a 2 penalty to its save DC if it casts a spell that includes a verbal component or uses an ability that requires it to use its voice while it is confessing.",
"You compel a sentient creature that you can see within range to confess its wrongdoings for the duration. The target must succeed on a Wisdom saving throw or begin truthfully confessing any acts it has performed within the last week that it either believes were wrong or knows are against local laws and traditions. The target can still take actions normally, but it takes a \u22122 penalty to its save DC if it casts a spell that includes a verbal component or uses an ability that requires it to use its voice while it is confessing.",
"Once the target has confessed all its wrongdoings, the spell ends."
],
"savingThrow": [
@@ -18586,4 +18586,4 @@
}
}
]
}
}
File diff suppressed because it is too large Load Diff
@@ -5,7 +5,7 @@
{
"json": "IRKDWld",
"abbreviation": "IRK:DW",
"full": "Iron Kingdoms: Requiem Deep Wild",
"full": "Iron Kingdoms: Requiem \u2014 Deep Wild",
"url": "https://privateerpress.com",
"version": "1.0.0",
"authors": [
@@ -1280,7 +1280,7 @@
],
[
2,
"I am always on the lookout for my next big scorethe one that will set me up for life."
"I am always on the lookout for my next big score\u2014the one that will set me up for life."
],
[
3,
@@ -2476,7 +2476,7 @@
},
{
"type": "entries",
"name": "Tier 1 Backwoods Recruits",
"name": "Tier 1 \u2014 Backwoods Recruits",
"entries": [
"{@b Encampment.} Your ragtag group maintains a simple but effective encampment of tents, lean-tos, and natural shelters. You can stay at your encampment and maintain a poor lifestyle at no expense.",
"{@b Masters of None.} When you make an ability check using a skill or tool you aren't proficient with, you can add your proficiency bonus to the roll. You can use this benefit once between long rests.",
@@ -2485,7 +2485,7 @@
},
{
"type": "entries",
"name": "Tier 2 Ragged Soldiers",
"name": "Tier 2 \u2014 Ragged Soldiers",
"entries": [
"{@b Ambuscade.} During the first round of combat, you have advantage on attack rolls against creatures that haven't taken an action yet that turn.",
"{@b Fresh Faces.} Your growing reputation attracts new recruits. You gain {@dice 1d6} hirelings with a challenge rating of 1/2 or lower.",
@@ -2494,7 +2494,7 @@
},
{
"type": "entries",
"name": "Tier 3 Motley Militia",
"name": "Tier 3 \u2014 Motley Militia",
"entries": [
"{@b Advance Payment.} When you take on a mercenary contract, you can demand up to 200 gp in advance, depending on the total terms of the contract.",
"{@b Champions-at-Arms.} You gain your choice of {@dice 1d8} hirelings with a challenge rating of 1 or lower or {@dice 1d4} hirelings with a challenge rating of 2 or lower.",
@@ -2503,9 +2503,9 @@
},
{
"type": "entries",
"name": "Tier 4 Frontier Legends",
"name": "Tier 4 \u2014 Frontier Legends",
"entries": [
"{@b Hard-Bitten.} Having stared death in the face on battlefields all over western Immoren, you've become inured to the hardships and dangers of your trade. Members of your companyincluding your hirelingshave advantage on saving throws to avoid being {@condition charmed} or {@condition frightened}.",
"{@b Hard-Bitten.} Having stared death in the face on battlefields all over western Immoren, you've become inured to the hardships and dangers of your trade. Members of your company\u2014including your hirelings\u2014have advantage on saving throws to avoid being {@condition charmed} or {@condition frightened}.",
"{@b Fearsome Fighters.} You gain your choice of {@dice 1d10} hirelings with a challenge rating of 2 or lower or a steamjack, myrmidon, or warbeast with a challenge rating of 5 or lower."
]
}
@@ -2541,7 +2541,7 @@
},
{
"type": "entries",
"name": "Tier 1 Unruly Mob",
"name": "Tier 1 \u2014 Unruly Mob",
"entries": [
"{@b Bring 'Em Back Alive.} You can replace one proficiency you gained from your background or class with proficiency in the Survival skill, and you can double your proficiency bonus when you use the Survival skill for tracking.",
"{@b No Place Like Home.} So long as you are in your community, you can enjoy a modest lifestyle at no expense. The community will protect you from discovery and provide wares and services at little or no charge if they can."
@@ -2549,16 +2549,16 @@
},
{
"type": "entries",
"name": "Tier 2 Local Toughs",
"name": "Tier 2 \u2014 Local Toughs",
"entries": [
"{@b Billet.} The community has set aside a structure for your usea converted barn, empty house, or storefrontthat houses your company, provides room for extra supplies, and can act as a makeshift jail.",
"{@b Billet.} The community has set aside a structure for your use\u2014a converted barn, empty house, or storefront\u2014that houses your company, provides room for extra supplies, and can act as a makeshift jail.",
"{@b The Law in These Parts.} You are seen as arbiters of local justice. Those in your area will generally go along with you as you interrogate people, search houses, take captives, and so on.",
"{@b Spiritual Support.} Your community's spiritual advisors have taken a keen interest in your well-being. You gain one bone grinder, cleric, shaman, or other spiritual leader with a challenge rating of 3 or lower."
]
},
{
"type": "entries",
"name": "Tier 3 Regulators",
"name": "Tier 3 \u2014 Regulators",
"entries": [
"{@b Deputize.} When you need them, the people of your community will take up arms to help repel an attack or bring down a threat. At the GM's discretion, you can unofficially deputize up to {@dice 3d6} members of your community with a challenge rating of 1/4 or lower, plus one steamjack, myrmidon, warbeast, or community member with a challenge rating of 6 or lower. These individuals follow your orders for 48 hours or until the specific problem is resolved. Once you deputize members in this way, you can't do so again for {@dice 1d4} days.",
"{@b Friends in High Places.} You have the ear of whoever is in charge in your community. You are largely immune to being held accountable for your actions if you can demonstrate they are in the best interests of the community. Even if you get into trouble outside your territory, your contacts may send someone to advocate on your behalf or break you out of jail."
@@ -2566,7 +2566,7 @@
},
{
"type": "entries",
"name": "Tier 4 Community Champions",
"name": "Tier 4 \u2014 Community Champions",
"entries": [
"{@b Hard-Won Respect.} Brigands and raiders for leagues around know better than to bring trouble to your door, and the people of your community see you as heroes. Local leaders must actively curry your favor to maintain their position of power, since anyone you support is sure to have a significant advantage."
]
@@ -2587,7 +2587,7 @@
"name": "Champion",
"source": "IRKDWld",
"entries": [
"You were born with an exceptional talent for combat, and youve spent your life training and honing your skills in order to become a true master of the art of war. Youve fought in countless battles and have won fame and glory with your impressive feats of strength and cunning tactics."
"You were born with an exceptional talent for combat, and you've spent your life training and honing your skills in order to become a true master of the art of war. You've fought in countless battles and have won fame and glory with your impressive feats of strength and cunning tactics."
]
},
{
@@ -2608,7 +2608,7 @@
"name": "Outcast",
"source": "IRKDWld",
"entries": [
"You have been cast out from your community, tribe, or society. Perhaps you were accused of a crime you did not commit or violated a cultural taboo or law. Maybe you simply disagreed with the prevailing values or beliefs of your people and were exiled as a result. Regardless of the reason, youve learned to survive on your own in an often hostile and unforgiving world. Fiercely independent and self-reliant, youve had to fend for yourself without the support of a community. As a result, youre extremely resourceful, and you know how to find shelter, food, and water in even the harshest environments. Whether you honed your skills as a hunter, gatherer, or crafter, youve become adept at using whatever tools and resources you have at hand."
"You have been cast out from your community, tribe, or society. Perhaps you were accused of a crime you did not commit or violated a cultural taboo or law. Maybe you simply disagreed with the prevailing values or beliefs of your people and were exiled as a result. Regardless of the reason, you've learned to survive on your own in an often hostile and unforgiving world. Fiercely independent and self-reliant, you've had to fend for yourself without the support of a community. As a result, you're extremely resourceful, and you know how to find shelter, food, and water in even the harshest environments. Whether you honed your skills as a hunter, gatherer, or crafter, you've become adept at using whatever tools and resources you have at hand."
]
},
{
@@ -2629,21 +2629,21 @@
"name": "Swamp Angler",
"source": "IRKDWld",
"entries": [
"You were born and raised in the murky swamps, where you learned the art of survival through fishing and hunting. As a swamp angler, you know the ins and outs of the swamps ecosystem, from the best fishing spots to the dangers that lurk beneath the murky waters. You have both a keen eye for spotting prey and the skills to track it down, making you a valuable asset to any group that ventures into the swamp."
"You were born and raised in the murky swamps, where you learned the art of survival through fishing and hunting. As a swamp angler, you know the ins and outs of the swamp's ecosystem, from the best fishing spots to the dangers that lurk beneath the murky waters. You have both a keen eye for spotting prey and the skills to track it down, making you a valuable asset to any group that ventures into the swamp."
]
},
{
"name": "Swamp Chef",
"source": "IRKDWld",
"entries": [
"You have spent your life living off the land in the swamps and marshes of western Immoren. Along the way, youve learned how to cook up delicious and unique meals made from local flora and fauna, no matter how humble or unappetizing the ingredients."
"You have spent your life living off the land in the swamps and marshes of western Immoren. Along the way, you've learned how to cook up delicious and unique meals made from local flora and fauna, no matter how humble or unappetizing the ingredients."
]
},
{
"name": "Tribal Councilor",
"source": "IRKDWld",
"entries": [
"Born and raised in a close-knit community that values tradition and the wisdom of its elders, you were chosen by your tribe to serve on its councila group of leaders who make important decisions for the community and mediate disputes between its members. You are respected for your knowledge of tribal law, your ability to negotiate with other groups, and your dedication to the well-being of your people."
"Born and raised in a close-knit community that values tradition and the wisdom of its elders, you were chosen by your tribe to serve on its council\u2014a group of leaders who make important decisions for the community and mediate disputes between its members. You are respected for your knowledge of tribal law, your ability to negotiate with other groups, and your dedication to the well-being of your people."
]
},
{
@@ -2657,7 +2657,7 @@
"name": "Irregulars",
"source": "IRKDWld",
"entries": [
"Just as there is an importantif often academicdistinction between a pirate and a privateer, not every mercenary company in the Iron Kingdoms operates with the benefit and legitimacy of a charter. After all, acquiring and maintaining a charter takes money and time, and its easy enough for a mercenary company to lose its charter if it engages in less- than-scrupulous practices. Not everyone has equal access to legitimate charters, however. Plenty of folks looking for muscle are happy to hire farrow or gatorfolk but are unlikely to sign a contract with them. Your group might belong to one of the many military units that were drawn or conscripted from the rural fringes of the Iron Kingdoms during wartime. Perhaps you had a hard time returning to a life of agrarian toil and found fighting more to your liking, or maybe youre technically still on the military",
"Just as there is an important\u2014if often academic\u2014distinction between a pirate and a privateer, not every mercenary company in the Iron Kingdoms operates with the benefit and legitimacy of a charter. After all, acquiring and maintaining a charter takes money and time, and it's easy enough for a mercenary company to lose its charter if it engages in less- than-scrupulous practices. Not everyone has equal access to legitimate charters, however. Plenty of folks looking for muscle are happy to hire farrow or gatorfolk but are unlikely to sign a contract with them. Your group might belong to one of the many military units that were drawn or conscripted from the rural fringes of the Iron Kingdoms during wartime. Perhaps you had a hard time returning to a life of agrarian toil and found fighting more to your liking, or maybe you're technically still on the military",
{
"type": "entries",
"name": "Company",
@@ -2667,35 +2667,35 @@
"type": "entries",
"name": "Accomplishments",
"entries": [
"Your companys prestige increases whenever you prove your worth in battle through acts such as the following: • Killing or capturing an enemy commander • Routing a rival mercenary companyespecially one with a charter • Negotiating a contract with a warlord, noble, or military commander from a standing military • Saving the life of a chieftain, a warlord, a noble, or another notable figure • Capturing a warjack, a warbeast, or another valuable weapon or possession from a rival mercenary company or another force TIER 1: BACKWOODS"
"Your company's prestige increases whenever you prove your worth in battle through acts such as the following: • Killing or capturing an enemy commander • Routing a rival mercenary company\u2014especially one with a charter • Negotiating a contract with a warlord, noble, or military commander from a standing military • Saving the life of a chieftain, a warlord, a noble, or another notable figure • Capturing a warjack, a warbeast, or another valuable weapon or possession from a rival mercenary company or another force TIER 1: BACKWOODS"
]
},
{
"type": "entries",
"name": "Recruits",
"entries": [
"Whether your company is a former unit of a standing military, such as the Kossite irregulars often employed by Khador, or simply a newly formed mercenary company without access to a charter, you are likely just beginning your career as sell-swords. Regardless of how much combat youve been in, your experience navigating the world of such work remains limited. Youre learning the ropes, but youre learning them quickly."
"Whether your company is a former unit of a standing military, such as the Kossite irregulars often employed by Khador, or simply a newly formed mercenary company without access to a charter, you are likely just beginning your career as sell-swords. Regardless of how much combat you've been in, your experience navigating the world of such work remains limited. You're learning the ropes, but you're learning them quickly."
]
},
{
"type": "entries",
"name": "Benefits",
"entries": [
"Your company gains the following benefits at this tier. Encampment. Many mercenary companies enjoy the benefits of a chapter house or garrison, but your ragtag group of would-be soldiers just needs a place to tie up the horses or work on your warjacks. In your case, this comes in the form of a simple but effective encampment of tents, lean-tos, and maybe even a natural cave or other defensible structure, such as a run-down border fort. You can stay at your encampment and maintain a poor lifestyle at no expense. Masters of None. Whether your crew lacks the official military training provided to many soldiers throughout the Iron Kingdoms or has received a patchwork of such training drawn from several sources, your unlikely origins mean that you have access to a mishmash of different skills and backgrounds. As a result, members of your company occasionally demonstrate aptitude in unexpected areas. When you make an ability check using a skill you arent proficient in or a set of tools you arent proficient with, you can add your proficiency bonus to the roll. You can use this benefit once between long rests. No Nonsense. Without the protection of a mercenary charter, you and your fellow irregulars have to learn how to demand what youre owedand take it, if necessary. You can replace one proficiency gained from another source, such as your background or class, with proficiency in the Intimidation skill, and you can add double your proficiency bonus when you use the Intimidation skill to negotiate or collect on a contract for mercenary work. TIER 2: RAGGED SOLDIERS Though your company is still a motley crew compared to a chartered mercenary company or a more traditional military unit, youre beginning to earn a reputation as soldiers who cant be trifled with. Meanwhile, would-be warriors have begun flocking to your banner, hoping to reap the benefit of your growing reputation."
"Your company gains the following benefits at this tier. Encampment. Many mercenary companies enjoy the benefits of a chapter house or garrison, but your ragtag group of would-be soldiers just needs a place to tie up the horses or work on your warjacks. In your case, this comes in the form of a simple but effective encampment of tents, lean-tos, and maybe even a natural cave or other defensible structure, such as a run-down border fort. You can stay at your encampment and maintain a poor lifestyle at no expense. Masters of None. Whether your crew lacks the official military training provided to many soldiers throughout the Iron Kingdoms or has received a patchwork of such training drawn from several sources, your unlikely origins mean that you have access to a mishmash of different skills and backgrounds. As a result, members of your company occasionally demonstrate aptitude in unexpected areas. When you make an ability check using a skill you aren't proficient in or a set of tools you aren't proficient with, you can add your proficiency bonus to the roll. You can use this benefit once between long rests. No Nonsense. Without the protection of a mercenary charter, you and your fellow irregulars have to learn how to demand what you're owed\u2014and take it, if necessary. You can replace one proficiency gained from another source, such as your background or class, with proficiency in the Intimidation skill, and you can add double your proficiency bonus when you use the Intimidation skill to negotiate or collect on a contract for mercenary work. TIER 2: RAGGED SOLDIERS Though your company is still a motley crew compared to a chartered mercenary company or a more traditional military unit, you're beginning to earn a reputation as soldiers who can't be trifled with. Meanwhile, would-be warriors have begun flocking to your banner, hoping to reap the benefit of your growing reputation."
]
},
{
"type": "entries",
"name": "Benefits",
"entries": [
"Your company gains the following benefits at this tier. Ambuscade. There are advantages to operating outside the protection of a mercenary charter, and one of those is fewer restrictions on how you implement your tactics. Even when youre facing better equipped or more numerous foes, you can turn these circumstances to your advantage and strike before your more regimental opponents are prepared. During the first round of combat, you have advantage on attack rolls against creatures that havent taken an action yet that turn. Fresh Faces. Your growing reputation leads new recruits to seek you out in the hope that youll let them join your company. You gain 1d6 hirelings with a challenge rating of 1/2 or lower. Pay Up. You can negotiate better contracts, and youre more likely to get paid in a timely manner. When you spend downtime working as a sell-sword, you gain 1d10 gp for each day spent doing such work, rather than 1d6 gp. TIER 3: MOTLEY MILITIA At this point, your companys reputation precedes you. Clients often come to you for your services, relieving you of the need to go out in search of contracts. In addition, you can command better prices, and you gain access to higher quality gear and recruits."
"Your company gains the following benefits at this tier. Ambuscade. There are advantages to operating outside the protection of a mercenary charter, and one of those is fewer restrictions on how you implement your tactics. Even when you're facing better equipped or more numerous foes, you can turn these circumstances to your advantage and strike before your more regimental opponents are prepared. During the first round of combat, you have advantage on attack rolls against creatures that haven't taken an action yet that turn. Fresh Faces. Your growing reputation leads new recruits to seek you out in the hope that you'll let them join your company. You gain 1d6 hirelings with a challenge rating of 1/2 or lower. Pay Up. You can negotiate better contracts, and you're more likely to get paid in a timely manner. When you spend downtime working as a sell-sword, you gain 1d10 gp for each day spent doing such work, rather than 1d6 gp. TIER 3: MOTLEY MILITIA At this point, your company's reputation precedes you. Clients often come to you for your services, relieving you of the need to go out in search of contracts. In addition, you can command better prices, and you gain access to higher quality gear and recruits."
]
},
{
"type": "entries",
"name": "Benefits",
"entries": [
"Your company gains the following benefits at this tier. Advance Payment. The high demand for your services allows you to negotiate better terms. When you take on a mercenary contract, you can demand up to 200 gp in advance, depending on the total terms of the contract. Champions-at-Arms. The warriors who come to you seeking work are of a higher caliber, and they have reputations of their own. Some of them still arent the type a chartered mercenary company would recruit, but they are hard-bitten individuals who know how to fightand, just as important, how to survive. You gain your choice of 1d8 hirelings with a challenge rating of 1 or lower or 1d4 hirelings with a challenge rating of 2 or lower. Frontier Fortress. Now that your companys strength and"
"Your company gains the following benefits at this tier. Advance Payment. The high demand for your services allows you to negotiate better terms. When you take on a mercenary contract, you can demand up to 200 gp in advance, depending on the total terms of the contract. Champions-at-Arms. The warriors who come to you seeking work are of a higher caliber, and they have reputations of their own. Some of them still aren't the type a chartered mercenary company would recruit, but they are hard-bitten individuals who know how to fight\u2014and, just as important, how to survive. You gain your choice of 1d8 hirelings with a challenge rating of 1 or lower or 1d4 hirelings with a challenge rating of 2 or lower. Frontier Fortress. Now that your company's strength and"
]
}
]
@@ -2704,7 +2704,7 @@
"name": "Posse",
"source": "IRKDWld",
"entries": [
"The nations of the Iron Kingdoms maintain standing armies to defend their borders, and even smaller communities often establish armed and trained militias, but the folk of the deep wilds have no such protections. When the territory of a swampie village or a group of farrow brigands must be defended, when a gatorfolk congregation needs to bring down a dangerous beast that is plaguing the area, or when small communities on the fringes of the wilderness decide to enforce order, they do so by rounding up the biggest, strongest, and angriest members of their community and forming a posse. Sometimes, this means hunters, trappers, or even former soldiers; other times, it just means a bunch of burly farmhands and anyone else willing to take up a makeshift weapon to defend their home. What posses lack in training or equipment, they make up for in determination. After all, they dont have a lot of choice. Theyre not fighting for duty or country; theyre literally fighting to survive.",
"The nations of the Iron Kingdoms maintain standing armies to defend their borders, and even smaller communities often establish armed and trained militias, but the folk of the deep wilds have no such protections. When the territory of a swampie village or a group of farrow brigands must be defended, when a gatorfolk congregation needs to bring down a dangerous beast that is plaguing the area, or when small communities on the fringes of the wilderness decide to enforce order, they do so by rounding up the biggest, strongest, and angriest members of their community and forming a posse. Sometimes, this means hunters, trappers, or even former soldiers; other times, it just means a bunch of burly farmhands and anyone else willing to take up a makeshift weapon to defend their home. What posses lack in training or equipment, they make up for in determination. After all, they don't have a lot of choice. They're not fighting for duty or country; they're literally fighting to survive.",
{
"type": "entries",
"name": "Prerequisites",
@@ -2716,7 +2716,7 @@
"type": "entries",
"name": "The Toughest Around",
"entries": [
"When it comes time to defend your tribal territory against a rampaging swamp horror or your freehold against brigands from the hills, you need the sturdiest folks in town. Posses often travel far afield, and their members must be able to survive hardships for long periods of time. Each members hit point maximum increases by an amount equal to twice the members level. Whenever a member of the posse gains a level thereafter, that members hit point maximum increases by an additional 2 hit points."
"When it comes time to defend your tribal territory against a rampaging swamp horror or your freehold against brigands from the hills, you need the sturdiest folks in town. Posses often travel far afield, and their members must be able to survive hardships for long periods of time. Each member's hit point maximum increases by an amount equal to twice the member's level. Whenever a member of the posse gains a level thereafter, that member's hit point maximum increases by an additional 2 hit points."
]
},
{
@@ -2728,14 +2728,14 @@
"type": "entries",
"name": "Accomplishments",
"entries": [
"Your companys prestige increases when you go above and beyond to protect your community from harm by performing acts such as the following: • Defending the community from an attacking force that boasts superior numbers or firepower • Capturing or slaying a large beast that has been causing trouble in the region • Bringing in a local neer-do-well of some renown, or proving that someone in the region is being wrongfully accused • Protecting the community during a time of disaster or famine, such as rescuing individuals from a burning building or evacuating individuals during a flood • Expanding the territory or resources available to the community TIER 1: UNRULY MOB Generally speaking, posses form when and where theyre needed. Maybe your village is a frequent target of brigands, or your coastal community is often raided by pirates. Perhaps a strange beast from the wilderness has recently begun slaying the livestock, or a string of murders has been committed in town and no one knows who is to blame. Whatever the case, most posses form spontaneously and persist only if the needs of the community demand it and its members have the will to keep it going. Even if your posse first banded together out of necessity, something has kept all of you together, and you find that you can defend your community better as a group."
"Your company's prestige increases when you go above and beyond to protect your community from harm by performing acts such as the following: • Defending the community from an attacking force that boasts superior numbers or firepower • Capturing or slaying a large beast that has been causing trouble in the region • Bringing in a local ne'er-do-well of some renown, or proving that someone in the region is being wrongfully accused • Protecting the community during a time of disaster or famine, such as rescuing individuals from a burning building or evacuating individuals during a flood • Expanding the territory or resources available to the community TIER 1: UNRULY MOB Generally speaking, posses form when and where they're needed. Maybe your village is a frequent target of brigands, or your coastal community is often raided by pirates. Perhaps a strange beast from the wilderness has recently begun slaying the livestock, or a string of murders has been committed in town and no one knows who is to blame. Whatever the case, most posses form spontaneously and persist only if the needs of the community demand it and its members have the will to keep it going. Even if your posse first banded together out of necessity, something has kept all of you together, and you find that you can defend your community better as a group."
]
},
{
"type": "entries",
"name": "Benefits",
"entries": [
"Your company gains the following benefits at this tier. Bring Em Back Alive. Whether hunting down wild beasts that are menacing your territory or bringing in those who have violated your communitys rules, you are adept at tracking down your quarry. You can replace one proficiency you gained from another source, such as your background or class, with proficiency in the Survival skill and can double your proficiency bonus when you use the Survival skill for tracking.",
"Your company gains the following benefits at this tier. Bring 'Em Back Alive. Whether hunting down wild beasts that are menacing your territory or bringing in those who have violated your community's rules, you are adept at tracking down your quarry. You can replace one proficiency you gained from another source, such as your background or class, with proficiency in the Survival skill and can double your proficiency bonus when you use the Survival skill for tracking.",
"No Place Like Home. You defend your community from threats both internal and external, but your community takes care of you in return. So long as you are in your community,"
]
}
@@ -3022,7 +3022,7 @@
]
},
{
"name": "Stone Spray (Recharge 56)",
"name": "Stone Spray (Recharge 5\u20136)",
"entries": [
"{@atk rs} {@hit 6} to hit. Each creature in a 30-foot cone must make a DC 14 Dexterity saving throw, taking {@damage 3d8} bludgeoning damage on a failed save, or half as much on a success."
]
@@ -3333,7 +3333,7 @@
]
},
{
"name": "Phase Jump (Recharge 56)",
"name": "Phase Jump (Recharge 5\u20136)",
"entries": [
"The wayfarer teleports up to 60 feet to an unoccupied space it can see, or to within 10 feet of a Shifting Stone it knows of."
]
@@ -5022,7 +5022,7 @@
"classSource": "IRKDWld",
"level": 10,
"entries": [
"At 10th level, fighting monsters has given you a unique insight into their physiology, allowing you to see their weak points and understand how to inflict the most damage upon them. Your weapon attacks score a critical hit on a roll of 1920 against your favored enemies. When you score a critical hit against one of your favored enemies, the target can't regain hit points until the start of your next turn."
"At 10th level, fighting monsters has given you a unique insight into their physiology, allowing you to see their weak points and understand how to inflict the most damage upon them. Your weapon attacks score a critical hit on a roll of 19\u201320 against your favored enemies. When you score a critical hit against one of your favored enemies, the target can't regain hit points until the start of your next turn."
]
},
{
@@ -6390,7 +6390,7 @@
"type": "entries",
"name": "New Fast Brew: Simple Stimulant",
"entries": [
"You mix ingredients to create a dose of simple stimulanta bitter, milky fluid that provides a surge of energy and alertness. As an action, a creature can consume a dose of simple stimulant to ignore the highest level of exhaustion it currently suffers. This effect lasts for 1 hour. In addition, a creature can consume a dose of simple stimulant during a short rest to reduce its exhaustion level by 1."
"You mix ingredients to create a dose of simple stimulant\u2014a bitter, milky fluid that provides a surge of energy and alertness. As an action, a creature can consume a dose of simple stimulant to ignore the highest level of exhaustion it currently suffers. This effect lasts for 1 hour. In addition, a creature can consume a dose of simple stimulant during a short rest to reduce its exhaustion level by 1."
]
},
{
@@ -7075,7 +7075,7 @@
"subclassSource": "IRKDWld",
"level": 18,
"entries": [
"At 18th level, the range of your Aura of Defense increases to 30 feet. Additionally, you no longer need to choose a damage type you and the chosen creature gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks."
"At 18th level, the range of your Aura of Defense increases to 30 feet. Additionally, you no longer need to choose a damage type \u2014 you and the chosen creature gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks."
]
},
{
@@ -7209,7 +7209,7 @@
"subclassSource": "IRKDWld",
"level": 20,
"entries": [
"At 20th level, divine fury guides your strikes. You can choose to use this feature at the beginning of a combat encounter, when everyone rolls initiative. If you do, during the first round of combat your first weapon attack scores a critical hit on a roll of 1820, and if you hit a creature with a weapon attack, you can use a bonus action to force the target to lose all its damage resistances until the end of your next turn. You can use this feature three times. You regain all expended uses when you finish a long rest."
"At 20th level, divine fury guides your strikes. You can choose to use this feature at the beginning of a combat encounter, when everyone rolls initiative. If you do, during the first round of combat your first weapon attack scores a critical hit on a roll of 18\u201320, and if you hit a creature with a weapon attack, you can use a bonus action to force the target to lose all its damage resistances until the end of your next turn. You can use this feature three times. You regain all expended uses when you finish a long rest."
]
},
{
@@ -8079,20 +8079,20 @@
"type": "section",
"name": "Monster Hunter",
"entries": [
"Bursting through the jungle canopy, a satyr charges headlong toward its prey: an Ordic hunter standing in the middle of a small clearing. Steadfast and deliberate, the hunter steadies her aim and pulls the trigger of her modified Vanar Liberator, puncturing a hole through the eye socket of the oncoming beast. The satyrs momentum carries it onward until it falls flat in front of the hunter. The totem hunter has the goraxs scent now, and nothing will keep him from finding his quarry and adding its carcass to his stockpile of trophies. Moving swiftly and silently through the forest, the totem hunter surprises the creature and jams his sharpened kelkax through its abdomen, severing its spine and killing it instantly. The long-bearded Kossite peers out from behind a web of black pine needles heavy with snow as his quarry comes into view in the clearing below. The infernalist had sought to escape punishment by fleeing the city, but the Kossite is here to deliver retribution, if not justice. Without a sound, he drops down from his perch in the tree and ends the traitors life with a quick hack of his axe. These individuals are all monster hunters. Whether motivated by amassing trophies, collecting rewards, or simply hunting dangerous prey for its own sake, they are committed to taking on the deadliest prey in the wilds and coming out on top. Dealing with such creatures requires a particular set of skills, and several traditions have sprung up across western Immoren, each with its own specialized methods for tracking prey and eliminating it.",
"Bursting through the jungle canopy, a satyr charges headlong toward its prey: an Ordic hunter standing in the middle of a small clearing. Steadfast and deliberate, the hunter steadies her aim and pulls the trigger of her modified Vanar Liberator, puncturing a hole through the eye socket of the oncoming beast. The satyr's momentum carries it onward until it falls flat in front of the hunter. The totem hunter has the gorax's scent now, and nothing will keep him from finding his quarry and adding its carcass to his stockpile of trophies. Moving swiftly and silently through the forest, the totem hunter surprises the creature and jams his sharpened kelkax through its abdomen, severing its spine and killing it instantly. The long-bearded Kossite peers out from behind a web of black pine needles heavy with snow as his quarry comes into view in the clearing below. The infernalist had sought to escape punishment by fleeing the city, but the Kossite is here to deliver retribution, if not justice. Without a sound, he drops down from his perch in the tree and ends the traitor's life with a quick hack of his axe. These individuals are all monster hunters. Whether motivated by amassing trophies, collecting rewards, or simply hunting dangerous prey for its own sake, they are committed to taking on the deadliest prey in the wilds and coming out on top. Dealing with such creatures requires a particular set of skills, and several traditions have sprung up across western Immoren, each with its own specialized methods for tracking prey and eliminating it.",
{
"type": "entries",
"name": "The Most Dangerous Prey",
"entries": [
"Monster hunters may seem like any other mercenary with a gun or sword, but their unique skills set them apart from other would-be adventurers and military recruits. These individuals can track their quarry with ease and know the exact weapon, spell, or tool needed to end their preys existence. They can make the largest apex predator hesitate before attacking and can even force these creatures to fear for their lives. Patient, astute, and quick to act, monster hunters ply their trades far and wide. Theres no terrain they cant handle and no creature they wont hunt."
"Monster hunters may seem like any other mercenary with a gun or sword, but their unique skills set them apart from other would-be adventurers and military recruits. These individuals can track their quarry with ease and know the exact weapon, spell, or tool needed to end their prey's existence. They can make the largest apex predator hesitate before attacking and can even force these creatures to fear for their lives. Patient, astute, and quick to act, monster hunters ply their trades far and wide. There's no terrain they can't handle and no creature they won't hunt."
]
},
{
"type": "entries",
"name": "Wild Things",
"entries": [
"Monster hunters are often found traveling the farthest reaches of Immoren, whether hunting and tracking prey or training others in the trade. The most arduous and inhospitable lands are their home, as such areas are fertile hunting groundsa whetstone for sharpening a hunters skills. Beasts of all sizes and shapes become their targets, and nothing less than death will stop them from executing their charge.",
"Although theres no official guild or lodge for monster hunters, hunters will typically welcome one who walks the same path unless the newcomer is there to poach a kill. Honor among hunters exists, but it lasts only until one of them is forced into the role of preya role against which a hunter naturally rebels. There is much to be learned from different monster hunters, as their skills differ in accordance with their preferred quarry and weaponry. Some find guns and rifles more suitable, while others prefer to get close in order to hew a beast to pieces with axe or sword."
"Monster hunters are often found traveling the farthest reaches of Immoren, whether hunting and tracking prey or training others in the trade. The most arduous and inhospitable lands are their home, as such areas are fertile hunting grounds\u2014a whetstone for sharpening a hunter's skills. Beasts of all sizes and shapes become their targets, and nothing less than death will stop them from executing their charge.",
"Although there's no official guild or lodge for monster hunters, hunters will typically welcome one who walks the same path unless the newcomer is there to poach a kill. Honor among hunters exists, but it lasts only until one of them is forced into the role of prey\u2014a role against which a hunter naturally rebels. There is much to be learned from different monster hunters, as their skills differ in accordance with their preferred quarry and weaponry. Some find guns and rifles more suitable, while others prefer to get close in order to hew a beast to pieces with axe or sword."
]
}
]
@@ -8107,7 +8107,7 @@
"type": "section",
"name": "Warlord",
"entries": [
"A human captain in plate armor leads her troops into battle, barking out orders and directing the flow of the fight. She wields a greatsword with deadly precision, cutting through enemy lines and inspiring her allies with her bravery. Using her tactical prowess to position her allies for maximum effectiveness, the captain leads a well-coordinated assault that proves crucial to her armys victory. A trollkin chieftain charges into the fray, wielding a massive greataxe with devastating power. He is flanked by a pair of pyg fighters, who dart in and out of the battle as they take down enemies with their shortswords. The chieftain bellows orders to his troops, urging them to push forward and break through the enemy lines as a nearby shaman rains fire and lightning down on the enemy army and weakens their defenses. An ogrun korune stands at the front of his troops, his shield held high as he leads the charge against a horde of blighted elves. His allies follow closely behind him, their weapons at the ready. The ogrun uses his knowledge of the battlefield to direct his troops, calling out commands and adjusting their positions as necessary. A master of defensive warfare, he uses his shield to protect his allies, deflecting enemy attacks with ease. These individuals are warlordsskilled tacticians and natural leaders in war. Their very presence on the battlefield is enough to inspire their allies and intimidate their foes."
"A human captain in plate armor leads her troops into battle, barking out orders and directing the flow of the fight. She wields a greatsword with deadly precision, cutting through enemy lines and inspiring her allies with her bravery. Using her tactical prowess to position her allies for maximum effectiveness, the captain leads a well-coordinated assault that proves crucial to her army's victory. A trollkin chieftain charges into the fray, wielding a massive greataxe with devastating power. He is flanked by a pair of pyg fighters, who dart in and out of the battle as they take down enemies with their shortswords. The chieftain bellows orders to his troops, urging them to push forward and break through the enemy lines as a nearby shaman rains fire and lightning down on the enemy army and weakens their defenses. An ogrun korune stands at the front of his troops, his shield held high as he leads the charge against a horde of blighted elves. His allies follow closely behind him, their weapons at the ready. The ogrun uses his knowledge of the battlefield to direct his troops, calling out commands and adjusting their positions as necessary. A master of defensive warfare, he uses his shield to protect his allies, deflecting enemy attacks with ease. These individuals are warlords\u2014skilled tacticians and natural leaders in war. Their very presence on the battlefield is enough to inspire their allies and intimidate their foes."
]
}
]
@@ -8125,7 +8125,7 @@
"type": "section",
"name": "Big-Game Hunter",
"entries": [
"You are well known for going after larger creatures and putting them down with a well-timed shot from your rifle or pistol. You certainly arent afraid to get into the thick of things with a sword or an axe, but you feel that firearms are almost always the best tool for the job."
"You are well known for going after larger creatures and putting them down with a well-timed shot from your rifle or pistol. You certainly aren't afraid to get into the thick of things with a sword or an axe, but you feel that firearms are almost always the best tool for the job."
]
}
]
@@ -8205,8 +8205,8 @@
"type": "section",
"name": "Biochemist",
"entries": [
"For many in western Immoren, the most obvious and familiar application of the biochemists art comes in the form of the strange warbeasts that Dr. Arkadius has managed to fashion from the farrow population. By applying his knowledge of alchemy and certain surgical and electrical stimulations, he has transformed normal farrow into massive beasts more than triple their previous size. These creatures have proven integral to the armies of the Thornfall Alliance, but they are merely the first step in the doctors grand ambitions, which extend to finding the secret of life itself. Even though Dr. Arkadius is the most infamous biochemist operating in and around the Iron Kingdoms, he is far from the only one. Indeed, biochemists ply their trade within the very halls of the Order of the Golden Crucible itself, albeit",
"under much stricter guidelines than those constraining someone like Arkadius. The biochemical experiments of these sanctioned alchemists have nevertheless produced some particularly strange results, which can be seen among the bizarre experimental beings that the Order sometimes sends into battle as shock troops. Whether serving a major trade organization, working at the behest of a warlord such as the farrow Lord Carver, or carrying out experiments in an isolated lab hidden from the sight of nearby communities, biochemists skate a narrow ethical line, and they sometimes careen over it completely. Whereas most alchemists work with reagents and inert components, biochemists tinker with the raw stuff of life itself, and they often use living creatures as research subjects. Some biochemists restrict their experiments to volunteers or less intelligent beasts, but not all of them have such scruples, and the lab of many a biochemist is little more than a theater for vivisection. Even though many biochemists methods are unorthodox at best, theres no denying the results. Their alchemical elixirs are capable of strengthening flesh and bone, curing disease, and even bending a creature to their will. Such abilities are invaluable on the battlefields of western Immoren, as those who have benefitted from the skills of Dr. Arkadius and his ilk can attest."
"For many in western Immoren, the most obvious and familiar application of the biochemist's art comes in the form of the strange warbeasts that Dr. Arkadius has managed to fashion from the farrow population. By applying his knowledge of alchemy and certain surgical and electrical stimulations, he has transformed normal farrow into massive beasts more than triple their previous size. These creatures have proven integral to the armies of the Thornfall Alliance, but they are merely the first step in the doctor's grand ambitions, which extend to finding the secret of life itself. Even though Dr. Arkadius is the most infamous biochemist operating in and around the Iron Kingdoms, he is far from the only one. Indeed, biochemists ply their trade within the very halls of the Order of the Golden Crucible itself, albeit",
"under much stricter guidelines than those constraining someone like Arkadius. The biochemical experiments of these sanctioned alchemists have nevertheless produced some particularly strange results, which can be seen among the bizarre experimental beings that the Order sometimes sends into battle as shock troops. Whether serving a major trade organization, working at the behest of a warlord such as the farrow Lord Carver, or carrying out experiments in an isolated lab hidden from the sight of nearby communities, biochemists skate a narrow ethical line, and they sometimes careen over it completely. Whereas most alchemists work with reagents and inert components, biochemists tinker with the raw stuff of life itself, and they often use living creatures as research subjects. Some biochemists restrict their experiments to volunteers or less intelligent beasts, but not all of them have such scruples, and the lab of many a biochemist is little more than a theater for vivisection. Even though many biochemists' methods are unorthodox at best, there's no denying the results. Their alchemical elixirs are capable of strengthening flesh and bone, curing disease, and even bending a creature to their will. Such abilities are invaluable on the battlefields of western Immoren, as those who have benefitted from the skills of Dr. Arkadius and his ilk can attest."
]
}
]
@@ -8222,8 +8222,8 @@
"type": "section",
"name": "Trapper",
"entries": [
"The mechanical marvels that have become so commonplace throughout the Iron Kingdoms are less readily available in the deep wilds, but that doesnt mean the wilds arent home to individuals who prize ingenuity and design incredible inventions. Although gunsmiths and even jack marshals are becoming more common among the peoples of the wilderness, the oldest engineering tradition in the deep wilds is that of the trapper. Most city folk think of trappers as simply another strain of Alternate Gear A trappers background is more low-tech than that of many other mechaniks, and trappers often create their cunning traps from simple ingredients and whatever nature provides. To reflect this, a player who is creating a trapper may want to make some modifications to the proficiencies and gear allocated to the mechanik class in Iron Kingdoms: Requiem. We recommend the following substitutions: proficiency with blowguns, bolas, or one martial ranged weapon of your choice. with a greatclub; replace the option for a rivet gun, powder, and rivets for 20 shots with (a) a blowgun and 20 darts, (b) a bola, or (c) a gobber bellows; and replace an armored apron with (a) scrap armor or (b) bog trog armor.",
"hunter, but good trappers know much more than just how to track their prey and where to set their traps. An effective trap is a marvel of engineering every bit as nuanced as a piece of mechanika, if nowhere near as complicated (needlessly complicated, as any trapper would tell you). Some trappers utilize premade components, such as saw-toothed metal foothold traps with spring-loaded triggers; others create elaborate pulleys and counterweights using only what nature has already provided. Setting a trap is the backbone of the trappers art. From simple pits dug in the ground to elaborate devices with hair triggers, traps come in numerous forms, and most dedicated trappers constantly tinker with different variations and put their own unique spins on standard formulas. Almost all traps have one thing in common: they are stationary devices designed to catch, kill, or incapacitate an animal or another target. Most consist of a trigger, such as a tripwire or pressure plate, that activates the trap itself, and theyre usually hidden so that their victims arent aware of them until theyve already been set off. Whatever their methods, skilled trappers have been an integral part of life for most rural populations since the days of the ancient Molgur alliance, and many backwater communities still rely on them today. Modern-day trappers can make a good living by trading with members of other tribes and villages. They can also do very well for themselves in urban centers, where resources like hides and meat are still needed even though the locals have forgottenor would prefer not to think abouthow such things are acquired. At home in the wilderness, trappers combine mechanical savvy with survivalist know-how, allowing them to stalk their prey for long periods before setting the perfect trap to ensnare a target. Dedicated trappers modify and hone their techniques over time, creating traps that fit a specific need while reflecting their own particular approach."
"The mechanical marvels that have become so commonplace throughout the Iron Kingdoms are less readily available in the deep wilds, but that doesn't mean the wilds aren't home to individuals who prize ingenuity and design incredible inventions. Although gunsmiths and even 'jack marshals are becoming more common among the peoples of the wilderness, the oldest engineering tradition in the deep wilds is that of the trapper. Most city folk think of trappers as simply another strain of Alternate Gear A trapper's background is more low-tech than that of many other mechaniks, and trappers often create their cunning traps from simple ingredients and whatever nature provides. To reflect this, a player who is creating a trapper may want to make some modifications to the proficiencies and gear allocated to the mechanik class in Iron Kingdoms: Requiem. We recommend the following substitutions: proficiency with blowguns, bolas, or one martial ranged weapon of your choice. with a greatclub; replace the option for a rivet gun, powder, and rivets for 20 shots with (a) a blowgun and 20 darts, (b) a bola, or (c) a gobber bellows; and replace an armored apron with (a) scrap armor or (b) bog trog armor.",
"hunter, but good trappers know much more than just how to track their prey and where to set their traps. An effective trap is a marvel of engineering every bit as nuanced as a piece of mechanika, if nowhere near as complicated (\"needlessly complicated,\" as any trapper would tell you). Some trappers utilize premade components, such as saw-toothed metal foothold traps with spring-loaded triggers; others create elaborate pulleys and counterweights using only what nature has already provided. Setting a trap is the backbone of the trapper's art. From simple pits dug in the ground to elaborate devices with hair triggers, traps come in numerous forms, and most dedicated trappers constantly tinker with different variations and put their own unique spins on standard formulas. Almost all traps have one thing in common: they are stationary devices designed to catch, kill, or incapacitate an animal or another target. Most consist of a trigger, such as a tripwire or pressure plate, that activates the trap itself, and they're usually hidden so that their victims aren't aware of them until they've already been set off. Whatever their methods, skilled trappers have been an integral part of life for most rural populations since the days of the ancient Molgur alliance, and many backwater communities still rely on them today. Modern-day trappers can make a good living by trading with members of other tribes and villages. They can also do very well for themselves in urban centers, where resources like hides and meat are still needed even though the locals have forgotten\u2014or would prefer not to think about\u2014how such things are acquired. At home in the wilderness, trappers combine mechanical savvy with survivalist know-how, allowing them to stalk their prey for long periods before setting the perfect trap to ensnare a target. Dedicated trappers modify and hone their techniques over time, creating traps that fit a specific need while reflecting their own particular approach."
]
}
]
@@ -8239,7 +8239,7 @@
"type": "section",
"name": "Ravager",
"entries": [
"The Ravagers of the Tharn, the most barbarous of human tribes, channel the savage power of the Devourer Wurm. They are known for their fierce combat skills and their willingness to feast upon their fallen enemies still-beating hearts to fuel their berserk frenzy. Before battle, they bellow a call to the Wurm, which enters them into a chaos frenzy whereby their bodies are transformedmuscle mass expands and thickens, skin hardens, and teeth grow to terrible fangs."
"The Ravagers of the Tharn, the most barbarous of human tribes, channel the savage power of the Devourer Wurm. They are known for their fierce combat skills and their willingness to feast upon their fallen enemies' still-beating hearts to fuel their berserk frenzy. Before battle, they bellow a call to the Wurm, which enters them into a chaos frenzy whereby their bodies are transformed\u2014muscle mass expands and thickens, skin hardens, and teeth grow to terrible fangs."
]
}
]
@@ -8255,7 +8255,7 @@
"type": "section",
"name": "Slaughterhouser",
"entries": [
"Pushed to the fringes of the Iron Kingdoms, most farrow survive by raiding and scavenging. Such tactics may be enough to secure them the meager resources they need to survive, but they are of little use against the massive predators that also make the wilds their home. To combat such dangerous foes, the farrow have developed a unique martial traditionone that uses both ferocity and cunning to hack apart even the largest of enemies. Those who follow this path are known as slaughterhousers. Building on techniques pioneered by farrow for bringing down large prey, slaughterhousers gained prominence and became organized as the infamous farrow Lord Carver swept across the badlands of western Immoren and united previously disparate farrow tribes into the Thornfall Alliance. Already accustomed to fighting in something that at least passed for loose formations, these big, strong, and ferocious farrow made perfect shock troops and bodyguards for Lord Carver and his generals. Quickly finding favor among the forces of the Thornfall Alliance, slaughterhousers further refined techniques that had been practiced for centuries.Far from flying into the blind rages of some Devourer-worshipping berserkers, the farrow slaughterhousers, for all their brutal viciousness, utilized cunning tactics to make the best use of their numbers. This allowed them to protect themselves from harm while hacking apart their foes. Favoring heavy chopping weapons such as their signature pole cleavers, slaughterhousers are a regular sight amid the armies of the Thornfall Alliance. Their traditions are not limited to those fearsome and heavily armed soldiers, however."
"Pushed to the fringes of the Iron Kingdoms, most farrow survive by raiding and scavenging. Such tactics may be enough to secure them the meager resources they need to survive, but they are of little use against the massive predators that also make the wilds their home. To combat such dangerous foes, the farrow have developed a unique martial tradition\u2014one that uses both ferocity and cunning to hack apart even the largest of enemies. Those who follow this path are known as slaughterhousers. Building on techniques pioneered by farrow for bringing down large prey, slaughterhousers gained prominence and became organized as the infamous farrow Lord Carver swept across the badlands of western Immoren and united previously disparate farrow tribes into the Thornfall Alliance. Already accustomed to fighting in something that at least passed for loose formations, these big, strong, and ferocious farrow made perfect shock troops and bodyguards for Lord Carver and his generals. Quickly finding favor among the forces of the Thornfall Alliance, slaughterhousers further refined techniques that had been practiced for centuries.Far from flying into the blind rages of some Devourer-worshipping berserkers, the farrow slaughterhousers, for all their brutal viciousness, utilized cunning tactics to make the best use of their numbers. This allowed them to protect themselves from harm while hacking apart their foes. Favoring heavy chopping weapons such as their signature pole cleavers, slaughterhousers are a regular sight amid the armies of the Thornfall Alliance. Their traditions are not limited to those fearsome and heavily armed soldiers, however."
]
}
]
@@ -8271,7 +8271,7 @@
"type": "section",
"name": "Fauna",
"entries": [
"Bards of the College of Fauna feel a deeper connection to the natural world than many of their counterparts do, and they use their craft to connect with their patrons on a more primal level. This bond allows them to charm and enthrall audiences that dont even have the capacity for speech or the ability to understand the tales they weave. Connected to the natural world, these bards are often more deeply connected to the animals around them than to sentient beings, and they associate with others out of necessity or obligation just as often as they do out of any true desire. Although they participate in politicking and the machinations of empires, they do so with a constant eye on the wilder denizens of the worldwhether to work for their benefit or to use them for personal gain."
"Bards of the College of Fauna feel a deeper connection to the natural world than many of their counterparts do, and they use their craft to connect with their patrons on a more primal level. This bond allows them to charm and enthrall audiences that don't even have the capacity for speech or the ability to understand the tales they weave. Connected to the natural world, these bards are often more deeply connected to the animals around them than to sentient beings, and they associate with others out of necessity or obligation just as often as they do out of any true desire. Although they participate in politicking and the machinations of empires, they do so with a constant eye on the wilder denizens of the world\u2014whether to work for their benefit or to use them for personal gain."
]
}
]
@@ -8287,7 +8287,7 @@
"type": "section",
"name": "Warder",
"entries": [
"The archetypal Warder specializes in protecting allies and disrupting enemies through tactical positioning and defensive techniques. WARDERS DISCIPLINE"
"The archetypal Warder specializes in protecting allies and disrupting enemies through tactical positioning and defensive techniques. WARDER'S DISCIPLINE"
]
}
]
@@ -8303,7 +8303,7 @@
"type": "section",
"name": "Wolf of Orboros",
"entries": [
"The men and women of the Wolves of Orboros guard the Circle Orboros territories and serve as its agents in remote towns and villages. Families in the dark forests and isolated hills have passed this tradition to their sons and daughters, thereby initiating these rugged folk into a secret cabal that furthers the interests of the Circles blackclads. In exchange for this fealty, the druids vow to watch over the Wolves lands and familiesa significant gesture in the brutal regions beyond civilization. The Circle Orboros shelters and protects these family lines as a precious commodity, for they produce a greater than average number of children who undergo the wilding. Each Wolf of Orboros trains to master the cleft-bladed spear, a powerful piercing weapon designed to punch through thick hides and armor. Wolves of Orboros must prove their skill with this weapon and demonstrate the ability to survive in the wilds to earn the wolf pelt that marks them as a brother or sister. Each one is granted a suit of hunters armor: light laminated plates of ritually treated metal nested inside a suit of finely wrought chain mail and connected by toughened but supple leather crafted by senior Wolves who mastered the ways of this craft. A cloak of fine wolf fur is also bestowed on each new member upon initiation. Used for both rites and battles, the cloak is one of the means by which Wolves from different regions may quickly recognize one another. In times of great need, the Circle bolsters these warriors ranks with recruits lured by offers of coin and other valuables. Such initiates serve more as mercenaries than as dedicated defenders, but they possess the same grit and survival knowledge as all Wolves, and many continue to serve after their contracts have ended. Coercing or intimidating individuals into the Wolves of Orboros is not unheard of, but the blackclads know that such tactics breed resentment, so they prefer volunteers. Fortunately for them, the lifestyle of the Wolves of Orboros has an undeniable appeal to those who live on the fringes of society and hunger to belong to some greater cause, so fresh warriors are rarely in short supply."
"The men and women of the Wolves of Orboros guard the Circle Orboros' territories and serve as its agents in remote towns and villages. Families in the dark forests and isolated hills have passed this tradition to their sons and daughters, thereby initiating these rugged folk into a secret cabal that furthers the interests of the Circle's blackclads. In exchange for this fealty, the druids vow to watch over the Wolves' lands and families\u2014a significant gesture in the brutal regions beyond civilization. The Circle Orboros shelters and protects these family lines as a precious commodity, for they produce a greater than average number of children who undergo the wilding. Each Wolf of Orboros trains to master the cleft-bladed spear, a powerful piercing weapon designed to punch through thick hides and armor. Wolves of Orboros must prove their skill with this weapon and demonstrate the ability to survive in the wilds to earn the wolf pelt that marks them as a brother or sister. Each one is granted a suit of hunter's armor: light laminated plates of ritually treated metal nested inside a suit of finely wrought chain mail and connected by toughened but supple leather crafted by senior Wolves who mastered the ways of this craft. A cloak of fine wolf fur is also bestowed on each new member upon initiation. Used for both rites and battles, the cloak is one of the means by which Wolves from different regions may quickly recognize one another. In times of great need, the Circle bolsters these warriors' ranks with recruits lured by offers of coin and other valuables. Such initiates serve more as mercenaries than as dedicated defenders, but they possess the same grit and survival knowledge as all Wolves, and many continue to serve after their contracts have ended. Coercing or intimidating individuals into the Wolves of Orboros is not unheard of, but the blackclads know that such tactics breed resentment, so they prefer volunteers. Fortunately for them, the lifestyle of the Wolves of Orboros has an undeniable appeal to those who live on the fringes of society and hunger to belong to some greater cause, so fresh warriors are rarely in short supply."
]
}
]
@@ -8319,7 +8319,7 @@
"type": "section",
"name": "Wrastler",
"entries": [
"Many martial traditions exist throughout western Immoren, not all of which are practiced in walled monasteries or on the training fields of national militaries. Those who follow the Way of the Wrastler learn by observing the great reptiles of the swamp and emulating their ways. Any swampie can tell you that a gator should never be underestimated, no matter how torpid or lazy it might appear. Many of those who pursue the Way of the Wrastler were taught these arts by a master, but they are more independent than most of the ascetic warriors found elsewhere throughout the continent. Even a practitioner of this tradition who trains under a master will spend considerable time alone in the swamp, simply observing the endless cycle of predation that makes up so much of life there. This practice teaches these monks more than the cold cunning and swift strikes of the massive reptiles they emulate: they also learn a seemingly infinite patience that allows them to hold uncannily still until the moment comes to strike. Of course, the power of a huge gator lies in more than just its speed or its patience. Size and strength play a role, and those who follow the Way of the Wrastler learn how to turn their own size and strengthhowever great or modest it may beto their advantage. The fighting style of these monks prioritizes grapples and throws, echoing the lethal death rolls practiced by gators and the blackhide wrastlers who give this monastic tradition its name. Anyone can learn its principles, and there are many among the smaller folk of the swamp including swampies, anura, and even swamp gobberswho have used these skills to stay alive in a world of larger and more fearsome predators."
"Many martial traditions exist throughout western Immoren, not all of which are practiced in walled monasteries or on the training fields of national militaries. Those who follow the Way of the Wrastler learn by observing the great reptiles of the swamp and emulating their ways. Any swampie can tell you that a gator should never be underestimated, no matter how torpid or lazy it might appear. Many of those who pursue the Way of the Wrastler were taught these arts by a master, but they are more independent than most of the ascetic warriors found elsewhere throughout the continent. Even a practitioner of this tradition who trains under a master will spend considerable time alone in the swamp, simply observing the endless cycle of predation that makes up so much of life there. This practice teaches these monks more than the cold cunning and swift strikes of the massive reptiles they emulate: they also learn a seemingly infinite patience that allows them to hold uncannily still until the moment comes to strike. Of course, the power of a huge gator lies in more than just its speed or its patience. Size and strength play a role, and those who follow the Way of the Wrastler learn how to turn their own size and strength\u2014however great or modest it may be\u2014to their advantage. The fighting style of these monks prioritizes grapples and throws, echoing the lethal death rolls practiced by gators and the blackhide wrastlers who give this monastic tradition its name. Anyone can learn its principles, and there are many among the smaller folk of the swamp\u2014 including swampies, anura, and even swamp gobbers\u2014who have used these skills to stay alive in a world of larger and more fearsome predators."
]
}
]
@@ -8335,7 +8335,7 @@
"type": "section",
"name": "Chosen",
"entries": [
"Paladins who follow the Oath of the Chosen are resolute protectors tasked with guarding important individuals. Some of them have been granted a vision by their deity; others have been commanded by their order. Regardless of how they come by their calling, they have but one duty: to protect the chosen at all costs. The largest group of these paladins originated with a farrow warlord now known as Helga the Conqueror. Her early conquests and battles attracted a small but devoted coterie of followers. The members of this honor guard called themselves Valkyries, their name borrowed from some forgotten farrow legend. Their loyalty to Helga and her ideals was unshakable. Indomitable warriors, they protected Helga and others she deemed important to her cause, and their ranks have swelled since Helgas marriage to Lord Carver. Similar groups of paladins have been slowly propagating within other faiths, including those of Morrow, Menoth, and Thamar. It seems that after the Claiming, the gods of Urcaen are taking notice of those who need their protection."
"Paladins who follow the Oath of the Chosen are resolute protectors tasked with guarding important individuals. Some of them have been granted a vision by their deity; others have been commanded by their order. Regardless of how they come by their calling, they have but one duty: to protect the chosen at all costs. The largest group of these paladins originated with a farrow warlord now known as Helga the Conqueror. Her early conquests and battles attracted a small but devoted coterie of followers. The members of this honor guard called themselves Valkyries, their name borrowed from some forgotten farrow legend. Their loyalty to Helga and her ideals was unshakable. Indomitable warriors, they protected Helga and others she deemed important to her cause, and their ranks have swelled since Helga's marriage to Lord Carver. Similar groups of paladins have been slowly propagating within other faiths, including those of Morrow, Menoth, and Thamar. It seems that after the Claiming, the gods of Urcaen are taking notice of those who need their protection."
]
}
]
@@ -8351,7 +8351,7 @@
"type": "section",
"name": "Paragon",
"entries": [
"Paladins who follow the Oath of the Paragon are champions for their people, and they have been chosen by their deity to inspire others to live up to a particular ideal. Their vow holds them to a high standard that can be extremely difficult to meet, but those who maintain the extreme discipline required find themselves blessed with skills and abilities that can help them endure more than they thought possible. Many would call them the perfect warrior priests, but these paladins dont see it that way; they simply see this role as their calling and duty. Most paladins who swear the Oath of the Paragon are worshippers of Dhunia. Ogrun who swear this oath are typically found in Rhul, and they favor ideals that are common among the Rhulic people. Most trollkin who follow this path make their home in Tolok Fortress, where they adhere to the tenets of the famed trollkin warlock Madrak Ironhide. Few gobbers, farrow, and humans swear this oath, but even their numbers have surged in recent years, possibly fueled by a desire to protect their fellows in the wake of the Claiming."
"Paladins who follow the Oath of the Paragon are champions for their people, and they have been chosen by their deity to inspire others to live up to a particular ideal. Their vow holds them to a high standard that can be extremely difficult to meet, but those who maintain the extreme discipline required find themselves blessed with skills and abilities that can help them endure more than they thought possible. Many would call them the perfect warrior priests, but these paladins don't see it that way; they simply see this role as their calling and duty. Most paladins who swear the Oath of the Paragon are worshippers of Dhunia. Ogrun who swear this oath are typically found in Rhul, and they favor ideals that are common among the Rhulic people. Most trollkin who follow this path make their home in Tolok Fortress, where they adhere to the tenets of the famed trollkin warlock Madrak Ironhide. Few gobbers, farrow, and humans swear this oath, but even their numbers have surged in recent years, possibly fueled by a desire to protect their fellows in the wake of the Claiming."
]
}
]
@@ -8399,7 +8399,7 @@
"type": "section",
"name": "Shepherd",
"entries": [
"Shepherds are a unique breed of rangers who can work with warbeasts and harness their natural abilities in ways that are commonly the domain of warlocks. A shepherd can amplify a warlocks strengths and help push the warlocks warbeasts further and more often than the warlock could alone. As a result, a shepherd who lives in a group or community with multiple warlocks and warbeasts is always in high demand. A unique combination of strength and finesse allows shepherds to manage warbeasts in a way few others can, but their best attribute might be their understanding of the needs of each creature they work with. Particularly well-attuned shepherds can even anticipate a creatures needs and respond before such needs become a problem, making shepherds invaluable in the wilds."
"Shepherds are a unique breed of rangers who can work with warbeasts and harness their natural abilities in ways that are commonly the domain of warlocks. A shepherd can amplify a warlock's strengths and help push the warlock's warbeasts further and more often than the warlock could alone. As a result, a shepherd who lives in a group or community with multiple warlocks and warbeasts is always in high demand. A unique combination of strength and finesse allows shepherds to manage warbeasts in a way few others can, but their best attribute might be their understanding of the needs of each creature they work with. Particularly well-attuned shepherds can even anticipate a creature's needs and respond before such needs become a problem, making shepherds invaluable in the wilds."
]
}
]
@@ -8415,7 +8415,7 @@
"type": "section",
"name": "Desperado",
"entries": [
"Desperados make a living robbing those who travel western Immorens often dangerous roads and highways. They come in many forms, from villainous brutes to charming brigands of marked style and dash. Though seldom motivated by anything nobler than the acquisition of wealth, some desperados make it a point of pride to target those most able to pay their rough tithe. Regardless of their motivations, they are adept at stalking and ambushing targets and then quickly vanishing into the wilderness. The character of a cloaked and hooded figure atop a treasured steed is a common subject of popular songs and stories, but not all of them are such noble figures. Unscrupulous soldiers who have completed their service or have been discharged because of injury have little trouble transitioning to the life of the desperado."
"Desperados make a living robbing those who travel western Immoren's often dangerous roads and highways. They come in many forms, from villainous brutes to charming brigands of marked style and dash. Though seldom motivated by anything nobler than the acquisition of wealth, some desperados make it a point of pride to target those most able to pay their rough tithe. Regardless of their motivations, they are adept at stalking and ambushing targets and then quickly vanishing into the wilderness. The character of a cloaked and hooded figure atop a treasured steed is a common subject of popular songs and stories, but not all of them are such noble figures. Unscrupulous soldiers who have completed their service or have been discharged because of injury have little trouble transitioning to the life of the desperado."
]
}
]
@@ -8431,7 +8431,7 @@
"type": "section",
"name": "Poacher",
"entries": [
"Poachers specialize in hunting and trapping prey. They use their skills to track and capture wild animals for profit or sustenance, and they must rely on their wits and knowledge of the land to survive. POACHERS INSTINCTS"
"Poachers specialize in hunting and trapping prey. They use their skills to track and capture wild animals for profit or sustenance, and they must rely on their wits and knowledge of the land to survive. POACHER'S INSTINCTS"
]
}
]
@@ -8447,7 +8447,7 @@
"type": "section",
"name": "Arcanivore",
"entries": [
"Deep in the murky wilds of the Iron Kingdoms dwell creatures that inspire dread in the hearts of all sane beings, but for those gifted with arcane prowess, perhaps none is more alarming than the thrullg, a loathsome creature whose size belies its ability to remain undetected in its habitat. For many, the first and only warning of a thrullgs presence is when all magic ceases to work in the vicinity. In a world suffused with bewildering energiesfrom the ley lines shepherded by the Circle Orboros to the divine power channeled through priestsit should come as no surprise that the phenomenon of magical interference has started to arise in unexpected places. Each day, parents in rural communities give birth to children who grow up without exposure to mechanika but who, once grown, encounter magic only to find their mere presence interfering with its function. Considered little more than urban legend by many, those who can feed on magic energies are rare but very real. Exactly how they come to be is unknowna quirk of genetics, a touch of the divine, or perhaps the influence of meddling grymkinbut in the presence of these individuals, spellcraft can spark and flicker and die out as arcanivores draw that power into themselves."
"Deep in the murky wilds of the Iron Kingdoms dwell creatures that inspire dread in the hearts of all sane beings, but for those gifted with arcane prowess, perhaps none is more alarming than the thrullg, a loathsome creature whose size belies its ability to remain undetected in its habitat. For many, the first and only warning of a thrullg's presence is when all magic ceases to work in the vicinity. In a world suffused with bewildering energies\u2014from the ley lines shepherded by the Circle Orboros to the divine power channeled through priests\u2014it should come as no surprise that the phenomenon of magical interference has started to arise in unexpected places. Each day, parents in rural communities give birth to children who grow up without exposure to mechanika but who, once grown, encounter magic only to find their mere presence interfering with its function. Considered little more than urban legend by many, those who can feed on magic energies are rare but very real. Exactly how they come to be is unknown\u2014a quirk of genetics, a touch of the divine, or perhaps the influence of meddling grymkin\u2014but in the presence of these individuals, spellcraft can spark and flicker and die out as arcanivores draw that power into themselves."
]
}
]
@@ -8463,7 +8463,7 @@
"type": "section",
"name": "Twin Soul",
"entries": [
"Comprised of a pair of twinsone a full-bodied protector, the other a lesser twinthe twin soul can be off-putting to those who do not understand them, but the two spirits intertwine and reinforce each other, making them a powerful font of magic. Those born into this union are blessed with eternal companionship in the form of their twin, as well as a spark of magical greatness. The smaller twin uses its strange nature to cast a variety of spells with great skill, from simple protections to devastating magical strikes. As the protector of the pair, the larger twin shares the burden of this sorcerous gift, ensuring that the lesser twin is not as heavily taxed by the effort of weaving spells. A conjoined twin is two personalities in one body, and the two can sometimes be seen arguing quietly with each other. Most who encounter them view them as aberrations and avoid eye contact with the malformed twin in favor of dealing with the larger twin. This revulsion can lead outsiders to underestimate these powerful beings. LIL BUDDY"
"Comprised of a pair of twins\u2014one a full-bodied protector, the other a lesser twin\u2014the twin soul can be off-putting to those who do not understand them, but the two spirits intertwine and reinforce each other, making them a powerful font of magic. Those born into this union are blessed with eternal companionship in the form of their twin, as well as a spark of magical greatness. The smaller twin uses its strange nature to cast a variety of spells with great skill, from simple protections to devastating magical strikes. As the protector of the pair, the larger twin shares the burden of this sorcerous gift, ensuring that the lesser twin is not as heavily taxed by the effort of weaving spells. A conjoined twin is two personalities in one body, and the two can sometimes be seen arguing quietly with each other. Most who encounter them view them as aberrations and avoid eye contact with the malformed twin in favor of dealing with the larger twin. This revulsion can lead outsiders to underestimate these powerful beings. LIL' BUDDY"
]
}
]
@@ -8479,7 +8479,7 @@
"type": "section",
"name": "The Maw",
"entries": [
"The quest for power leads some aspirants to beings beyond comprehension, whether alien entities, ancient gods, the long dead, the timeless, or even entities beyond these. Some hear the voices of their benefactors, but in the depths of the otherworldly void, there is no such sentience or intellect. There is only a devouring emptiness: a hollow at the heart of reality that draws in those that cross its path and ultimately crushes all within its event horizon. Some revere this cosmic force as the embodiment of destruction and the ultimate death of all things, but others recognize a kindred essencea companion to the void in their own souls. This connection can be fed and drawn upon in turn. Whether a manifestation of the Devourer Wurm or a hungry god like Kossk, the ravenous, insatiable Maw is a font of power for those willing to sacrifice to it."
"The quest for power leads some aspirants to beings beyond comprehension, whether alien entities, ancient gods, the long dead, the timeless, or even entities beyond these. Some hear the voices of their benefactors, but in the depths of the otherworldly void, there is no such sentience or intellect. There is only a devouring emptiness: a hollow at the heart of reality that draws in those that cross its path and ultimately crushes all within its event horizon. Some revere this cosmic force as the embodiment of destruction and the ultimate death of all things, but others recognize a kindred essence\u2014a companion to the void in their own souls. This connection can be fed and drawn upon in turn. Whether a manifestation of the Devourer Wurm or a hungry god like Kossk, the ravenous, insatiable Maw is a font of power for those willing to sacrifice to it."
]
}
]
@@ -8495,7 +8495,7 @@
"type": "section",
"name": "Bokor",
"entries": [
"Even though many shamanic practices differ considerably from the religious rites that one might observe in a cathedral dedicated to Morrow or Menoth, a wanderer from one of the cities of the Iron Kingdoms would nevertheless recognize a trollkin shaman of Dhunia as a similar practitioner of faith, even if both the practices and the faith were quite different. Not so with the bokors of the gatorfolk. These shamans often serve either Kossk or Barnabasor bothand invoke them in their rites, but they also draw upon the power of other spirits that infest the swamps they call home. Bokors lead their congregation in dark rites, devouring flesh and calling upon spirits and the essence of those long dead to serve their purposes. A bokor owes no fealty to these spirits, and the relationship between the two is often one of struggle, as the bokor attempts to assert dominance over the spirits and bend them to its will. Most gatorfolk devour the flesh of their foes in ritualistic celebration, but bokors also draw nourishment from the souls of those slain in the name of their hungry gods. Bokors tend to be ambitious, and most of them will hoard whatever power they can, either for their own personal glory or for that of their tribe. These powerful shamans harness the spirits of the dead, and the living rightly fear their necromantic prowess."
"Even though many shamanic practices differ considerably from the religious rites that one might observe in a cathedral dedicated to Morrow or Menoth, a wanderer from one of the cities of the Iron Kingdoms would nevertheless recognize a trollkin shaman of Dhunia as a similar practitioner of faith, even if both the practices and the faith were quite different. Not so with the bokors of the gatorfolk. These shamans often serve either Kossk or Barnabas\u2014or both\u2014and invoke them in their rites, but they also draw upon the power of other spirits that infest the swamps they call home. Bokors lead their congregation in dark rites, devouring flesh and calling upon spirits and the essence of those long dead to serve their purposes. A bokor owes no fealty to these spirits, and the relationship between the two is often one of struggle, as the bokor attempts to assert dominance over the spirits and bend them to its will. Most gatorfolk devour the flesh of their foes in ritualistic celebration, but bokors also draw nourishment from the souls of those slain in the name of their hungry gods. Bokors tend to be ambitious, and most of them will hoard whatever power they can, either for their own personal glory or for that of their tribe. These powerful shamans harness the spirits of the dead, and the living rightly fear their necromantic prowess."
]
}
]
@@ -8511,7 +8511,7 @@
"type": "section",
"name": "Mist Speaker",
"entries": [
"For the bog trogs who live among the marshes and glens that cover much of western Immoren, mist speakers act as important mystics and counselors to chieftains and even to the gatorfolk who have oppressed so many bog trog tribes. Believed to interpret the dreams of the big fish”—the sleeping beast known as Ashigamist speakers are revered for being in touch with a greater power, and more than one of these shamans have used this deference to their own advantage and that of their tribe. Not exactly a deity in the traditional sense, Ashiga is portrayed as a giant piscine monster that slumbers eternally beneath the legendary swamp known as Sike Dulra. According to bog trog tradition, Ashiga will one day awaken to slake its hunger upon the enemies of the bog trogs. Bog trogs do not ask Ashiga for boons or attempt to propitiate it. Instead, they engage in religious practices for a single purpose: to hasten this time of awakening. Although they are the spiritual leaders of their people, mist speakers do not perform the normal roles of a priestly caste. Their primarily responsibility is to listen to the dreams of Ashiga. Properly interpreted, these dreams carry useful portents to the mist speakers, granting them knowledge and power that they can use to control the weather, ensure good fishing, tend to the sick and wounded, and even turn the tide of battle. Because of this unique connection to Ashiga and the powers that it conveysmist speakers fulfill many essential functions in bog trog society. Despite the vital role they play, they are more likely to act as advisors and cunning counselors than chieftains, and even the pragmatic gatorfolk have come to understand the utility of these fishy mystics."
"For the bog trogs who live among the marshes and glens that cover much of western Immoren, mist speakers act as important mystics and counselors to chieftains and even to the gatorfolk who have oppressed so many bog trog tribes. Believed to interpret the dreams of the \"big fish\"\u2014the sleeping beast known as Ashiga\u2014mist speakers are revered for being in touch with a greater power, and more than one of these shamans have used this deference to their own advantage and that of their tribe. Not exactly a deity in the traditional sense, Ashiga is portrayed as a giant piscine monster that slumbers eternally beneath the legendary swamp known as Sike Dulra. According to bog trog tradition, Ashiga will one day awaken to slake its hunger upon the enemies of the bog trogs. Bog trogs do not ask Ashiga for boons or attempt to propitiate it. Instead, they engage in religious practices for a single purpose: to hasten this time of awakening. Although they are the spiritual leaders of their people, mist speakers do not perform the normal roles of a priestly caste. Their primarily responsibility is to listen to the dreams of Ashiga. Properly interpreted, these dreams carry useful portents to the mist speakers, granting them knowledge and power that they can use to control the weather, ensure good fishing, tend to the sick and wounded, and even turn the tide of battle. Because of this unique connection to Ashiga\u2014 and the powers that it conveys\u2014mist speakers fulfill many essential functions in bog trog society. Despite the vital role they play, they are more likely to act as advisors and cunning counselors than chieftains, and even the pragmatic gatorfolk have come to understand the utility of these fishy mystics."
]
}
]
@@ -10528,12 +10528,12 @@
"type": "entries",
"name": "Anura",
"entries": [
"After coming to the west, the anura found swamps and marshlands aplenty waiting for them, the anura took to their new homes with relative ease, finding a new ecological niche on the fringes of gatorfolk society. Though many see the gators as little more than another oppressor, the anurans enjoy a relatively unfettered relationship with the gatorfolk, at least when compared to their former skorne slavers. The gators prize the anurans for their skill at hunting and raiding, their arboreal agility, and the poisons they excrete from their skin. Because of this, anuran society is allowed to flourish unchecked, especially compared with the bog trogs, who are more likely to be entirely dominated by their gatorfolk neighbors. Most anurans in western Immoren live in spherical wattle and daub huts suspended in trees above the swampy waters, usually on the outskirts of gatorfolk villages. This relationship is ostensibly one of mutual benefit, since the presence of the gatorfolk helps to protect the anurans from predators or unfriendly neighbors. However, the fact of the matter is that the anurans, like most of the allies of the gatorfolk, are allies of force, not choice. Thanks in part to the poison that their skin naturally excretes, anurans have little need for firearms or the other more advanced weapons wielded by many in the Iron Kingdoms. Instead, they hunt and fight using a variety of the same tools that their ancestors did back in the Shattered Spine Islands, including atlatls, hunting spears, and oil- filled gourd bombs. This has led some to underestimate the effectiveness of anurans as warriorswhich they do at their peril.",
"After coming to the west, the anura found swamps and marshlands aplenty waiting for them, the anura took to their new homes with relative ease, finding a new ecological niche on the fringes of gatorfolk society. Though many see the gators as little more than another oppressor, the anurans enjoy a relatively unfettered relationship with the gatorfolk, at least when compared to their former skorne slavers. The gators prize the anurans for their skill at hunting and raiding, their arboreal agility, and the poisons they excrete from their skin. Because of this, anuran society is allowed to flourish unchecked, especially compared with the bog trogs, who are more likely to be entirely dominated by their gatorfolk neighbors. Most anurans in western Immoren live in spherical wattle and daub huts suspended in trees above the swampy waters, usually on the outskirts of gatorfolk villages. This relationship is ostensibly one of mutual benefit, since the presence of the gatorfolk helps to protect the anurans from predators or unfriendly neighbors. However, the fact of the matter is that the anurans, like most of the allies of the gatorfolk, are allies of force, not choice. Thanks in part to the poison that their skin naturally excretes, anurans have little need for firearms or the other more \"advanced\" weapons wielded by many in the Iron Kingdoms. Instead, they hunt and fight using a variety of the same tools that their ancestors did back in the Shattered Spine Islands, including atlatls, hunting spears, and oil- filled gourd bombs. This has led some to underestimate the effectiveness of anurans as warriors\u2014which they do at their peril.",
{
"type": "entries",
"name": "Bog Trogs",
"entries": [
"As far as anyone knows, bog trogs have lived in the swamps and waterways of western Immoren at least as long as gatorfolk have, and for centuries, the two have skirmished over territory and resources. In this, however, the gators have an innate advantage. They are bigger, stronger, more vicious, and their bokors have access to swamp magics that the bog trogs simply cannot match. Hence, as the years have passed, more and more bog trog tribes have fallen under the sway of their gatorfolk neighbors. Today, it is more common to find bog trogs living under the heel of a nearby gatorfolk tribe than it is to find bog trogs who are truly independent, and many tribes have become a part of the growing Blindwater Congregation. For most bog trogs, this is not a matter of choice but one of survival. They can either serve the gators or be wiped out by them, and the bog trogs have chosen the more pragmatic option. To outsiders, bog trog villages and the gatorfolk villages that they often lie nearby are superficially similar. Both are built in swampy areas with ample access to water and, indeed, in a bog trog village, the simple reed huts of the bog trogs themselves may be the only things that rise above the water level. The huts are often built on small mounds of earth or even the gathered roots of trees, and most of the rest of the village consists of narrow channels of murky water where bog trogs can lie half-submerged in wait in the event that the village comes under threat. Threat is a constant calculus in the lives of bog trogs, who are often preyed upon by larger and more vicious creatures. Because of this, bog trog villages often incorporate partially flooded underground passages where the residents can seek shelter in the event of attack. These tunnels are also the most likely place to find a shrine to Ashiga, and the mist speakers of the tribe often visit here to commune with the dreams of their sleeping god. Though adult bog trogs are amphibious, able to breathe air or water with equal facility, they prefer to spend much of their time submerged, and the presence of water is vital to their survival as a species. Bog trog eggs are laid underwater, and young bog trogs are born without the lung capacity that allows the adults to survive outside the water. It is only when they have begun to mature that young bog trogs gain the ability to survive on land. Among the gatorfolk, bog trogs are employed as trappers, hunters, catchers of fish, crafters, and, when the occasion calls for it, bodies to be thrown in front of enemy attacks. Though many bog trogs hate their gatorfolk oppressors, and some have even joined the Poison Dart resistance movement originally begun by the anurans, others find their relationship with the larger predators to be mutually beneficialso long as they watch their step."
"As far as anyone knows, bog trogs have lived in the swamps and waterways of western Immoren at least as long as gatorfolk have, and for centuries, the two have skirmished over territory and resources. In this, however, the gators have an innate advantage. They are bigger, stronger, more vicious, and their bokors have access to swamp magics that the bog trogs simply cannot match. Hence, as the years have passed, more and more bog trog tribes have fallen under the sway of their gatorfolk neighbors. Today, it is more common to find bog trogs living under the heel of a nearby gatorfolk tribe than it is to find bog trogs who are truly independent, and many tribes have become a part of the growing Blindwater Congregation. For most bog trogs, this is not a matter of choice but one of survival. They can either serve the gators or be wiped out by them, and the bog trogs have chosen the more pragmatic option. To outsiders, bog trog villages and the gatorfolk villages that they often lie nearby are superficially similar. Both are built in swampy areas with ample access to water and, indeed, in a bog trog village, the simple reed huts of the bog trogs themselves may be the only things that rise above the water level. The huts are often built on small mounds of earth or even the gathered roots of trees, and most of the rest of the village consists of narrow channels of murky water where bog trogs can lie half-submerged in wait in the event that the village comes under threat. Threat is a constant calculus in the lives of bog trogs, who are often preyed upon by larger and more vicious creatures. Because of this, bog trog villages often incorporate partially flooded underground passages where the residents can seek shelter in the event of attack. These tunnels are also the most likely place to find a shrine to Ashiga, and the mist speakers of the tribe often visit here to commune with the dreams of their sleeping god. Though adult bog trogs are amphibious, able to breathe air or water with equal facility, they prefer to spend much of their time submerged, and the presence of water is vital to their survival as a species. Bog trog eggs are laid underwater, and young bog trogs are born without the lung capacity that allows the adults to survive outside the water. It is only when they have begun to mature that young bog trogs gain the ability to survive on land. Among the gatorfolk, bog trogs are employed as trappers, hunters, catchers of fish, crafters, and, when the occasion calls for it, bodies to be thrown in front of enemy attacks. Though many bog trogs hate their gatorfolk oppressors, and some have even joined the Poison Dart resistance movement originally begun by the anurans, others find their relationship with the larger predators to be mutually beneficial\u2014so long as they watch their step."
]
},
{
@@ -10555,19 +10555,19 @@
"type": "entries",
"name": "Bog Trog",
"entries": [
"Bog trogs are fierce (and fierce-looking) humanoids who dwell in the swamps, marshes, and waterways of western Immoren. They have a reputation for treachery, violence, and belligerence, but much of that reputation comes from interactions with those who trespass into their territory. Bog trogs are often found in the outskirts of wilderness societies, trapping and hunting to support their kin. Although they arent typically seen in cities, they have occasionally been spotted serving as guides for mercenary companies trekking through the wilds in recent years.",
"Bog trogs are fierce (and fierce-looking) humanoids who dwell in the swamps, marshes, and waterways of western Immoren. They have a reputation for treachery, violence, and belligerence, but much of that reputation comes from interactions with those who trespass into their territory. Bog trogs are often found in the outskirts of wilderness societies, trapping and hunting to support their kin. Although they aren't typically seen in cities, they have occasionally been spotted serving as guides for mercenary companies trekking through the wilds in recent years.",
{
"type": "entries",
"name": "Something Fishy",
"entries": [
"Despite being humanoids, bog trogs have reptilian and ichthyoid features. Their large eyes, which are massive in proportion to their heads, grant them keen vision even in murky swamp water. They use the short fins on their forelimbs and a long dorsal fin to navigate their way through their watery homes. Their scaly skin is typically dark green to greenish brown in hue, but they can change their color to blend in to different environments. Bog trogs use this camouflage ability while hunting, allowing them to creep unseen among the foliage or lurk just beneath the waters surface in preparation for a sudden ambush."
"Despite being humanoids, bog trogs have reptilian and ichthyoid features. Their large eyes, which are massive in proportion to their heads, grant them keen vision even in murky swamp water. They use the short fins on their forelimbs and a long dorsal fin to navigate their way through their watery homes. Their scaly skin is typically dark green to greenish brown in hue, but they can change their color to blend in to different environments. Bog trogs use this camouflage ability while hunting, allowing them to creep unseen among the foliage or lurk just beneath the water's surface in preparation for a sudden ambush."
]
},
{
"type": "entries",
"name": "By Land and Sea",
"entries": [
"Fully amphibious and able to survive indefinitely (albeit uncomfortably) on land, bog trogs prefer to submerge themselves as frequently as possible. Their villages lie in murky wetlands and riverways far from western Immorens industrialized areas. Bog trogs are belligerent and intolerant of other peoples, and they are quick to take up arms against those who intrude upon their territory. Bog trog and gatorfolk tribes often compete in the wilds and can be bitter enemies. In areas where gatorfolk are dominant, bog trogs are pressed into the service of the more physically powerful creatures. There are instances of both species working together, but such cooperation is infrequent at best. Bog trogs are some of the most stubborn, aggressive, and downright mean folk in all the swamps and channels in western Immoren. They protect their territory like rapid skiggs, and being careless around them is just asking for trouble. Alten Ashley, Monster Hunter"
"Fully amphibious and able to survive indefinitely (albeit uncomfortably) on land, bog trogs prefer to submerge themselves as frequently as possible. Their villages lie in murky wetlands and riverways far from western Immoren's industrialized areas. Bog trogs are belligerent and intolerant of other peoples, and they are quick to take up arms against those who intrude upon their territory. Bog trog and gatorfolk tribes often compete in the wilds and can be bitter enemies. In areas where gatorfolk are dominant, bog trogs are pressed into the service of the more physically powerful creatures. There are instances of both species working together, but such cooperation is infrequent at best. Bog trogs are some of the most stubborn, aggressive, and downright mean folk in all the swamps and channels in western Immoren. They protect their territory like rapid skiggs, and being careless around them is just asking for trouble. \u2014Alten Ashley, Monster Hunter"
]
},
{
@@ -10575,7 +10575,7 @@
"name": "Seeking Ashiga",
"entries": [
"Bog trogs worship a great beast named Ashiga. Although this being is worshipped as a god, there is no proof that it is a deity. Despite this lack of evidence, most of its devout worshipers hope to find and awaken this slumbering monster so that it will devour their enemies.",
"Ashiga is said to slumber in Sike Durla, a great swamp of bog trog legend. Many of the most eager bog trogs have gone in search of Ashiga and its mythical resting place. Only a few have been known to return to their tribe, and all those have been changed in some way by their experiences. Ashigas devotees include the bog trog shamans known as mist speakers. Many of these individuals claim to hear the words and dreams of Ashiga, which grants them a position of authority within the tribe. Whether or not they truly hear Ashiga remains to be seen."
"Ashiga is said to slumber in Sike Durla, a great swamp of bog trog legend. Many of the most eager bog trogs have gone in search of Ashiga and its mythical resting place. Only a few have been known to return to their tribe, and all those have been changed in some way by their experiences. Ashiga's devotees include the bog trog shamans known as mist speakers. Many of these individuals claim to hear the words and dreams of Ashiga, which grants them a position of authority within the tribe. Whether or not they truly hear Ashiga remains to be seen."
]
}
]
@@ -10590,13 +10590,13 @@
"type": "entries",
"name": "Gatorfolk",
"entries": [
"Among the peoples of the wild, few have more natural advantages than the gatorfolk. Hardy and long-lived, gatorfolk require little from the world around them save a ready supply of foodand that, they have no trouble catching for themselves, thanks to their powerful builds and mouths full of sharp teeth. To outsiders, gatorfolk often appear unsophisticated. They build crude huts made from reeds and plants, and their villages contain simple structures such as pens designed to contain hatchlings or rudimentary racks for the drying of meat. The fact is, however, that these simplistic designs are not due to a lack of intellect or cunning on the part of the gators but rather a reflection of how little they really need to survive in the wilderness. For gatorfolk, shelter and clothing are more matters of convenience or personal taste than necessity, and a naked gator can easily survive in just about any conditions. In fact, the gatorfolk have even spread into such inhospitable realms as the arid Bloodstone Marches and the frigid north, though they vastly prefer the temperate marshes of the Iron Kingdoms. The fact that gators can build much more complex structures is demonstrated by the sacral vaults and stone ziggurats constructed by certain tribes, as well as the vast",
"Among the peoples of the wild, few have more natural advantages than the gatorfolk. Hardy and long-lived, gatorfolk require little from the world around them save a ready supply of food\u2014and that, they have no trouble catching for themselves, thanks to their powerful builds and mouths full of sharp teeth. To outsiders, gatorfolk often appear unsophisticated. They build crude huts made from reeds and plants, and their villages contain simple structures such as pens designed to contain hatchlings or rudimentary racks for the drying of meat. The fact is, however, that these simplistic designs are not due to a lack of intellect or cunning on the part of the gators but rather a reflection of how little they really need to survive in the wilderness. For gatorfolk, shelter and clothing are more matters of convenience or personal taste than necessity, and a naked gator can easily survive in just about any conditions. In fact, the gatorfolk have even spread into such inhospitable realms as the arid Bloodstone Marches and the frigid north, though they vastly prefer the temperate marshes of the Iron Kingdoms. The fact that gators can build much more complex structures is demonstrated by the sacral vaults and stone ziggurats constructed by certain tribes, as well as the vast",
"and half-sunken palace to Barnabas that has been erected in Blindwater Lake. The gatorfolk are also capable of forging weapons and crafting arms and armor, though their hands are not well suited to the task, and such dexterous chores are often handed off to bog trogs, anura, or swamp gobbers. Ultimately, for all their intelligence, gatorfolk are still reptiles, and their cold-blooded minds are tuned to the endless cycle of predator and prey. Their chilly pragmatism can look particularly cruel to the morality of warm-blooded mammals, and gatorfolk society is built around predation from the literal moment they hatch from their eggs. Unlike many of the other peoples of western Immoren, gatorfolk do not form strong emotional attachments either to their mates or their offspring. Gatorfolk live in mixed colonies, and males and females pair off to mate once a year. A pregnant female lays a clutch of six to ten eggs, which are buried in mounds of earth and fiercely guarded until they hatch. Gatorfolk hatchlings are fully independent but possess none of the fierce intellect of their parents. Instead, their behavior is that of a beast in the wild, focused on subsistence and nothing more. These hatchlings are placed in special winnowing enclosures within the gatorfolk villages, where the largest and strongest will attack and consume the weaker. Those that survive are then raised by the village as a whole. Few gators have any idea who their parents are. Fewer still would ever care.",
{
"type": "entries",
"name": "Human Tribes",
"entries": [
"Throughout western Immoren, in places as distant as the Burningfrost Plains and as near as the Widowers Wood at the base of Corvis, human tribes still live in seclusion, much as they have done since the days of the ancient Molgur. Some among these tribes are Devourer worshippers, nomadic hunters who live just as their ancestors did. Others have taken on certain trappings of their civilized neighbors, including the worship of Menoth or Morrow or Thamar. Bokors and Spirits Gatorfolk as a whole are not particularly reverent creatures. While most acknowledge either Kossk or Barnabasor both as the deities of their people, few of them offer up prayers or engage in the sorts of religious behavior commonly found among other societies throughout western Immoren. This should not, however, be taken to imply that gatorfolk are not spiritual beings. Indeed, the bokors of the gatorfolk traffic with spirits in ways that few other individuals on Caen would think toor ever dare. To these gatorfolk, spirits are not distant beings to be appeased or avoided. They are tools, neighbors like any others, to be either dominated by the gatorfolk or to make truces with for mutual benefit. The intense and close-knit connection between gatorfolk and the spirits of their swamp homes may have something to do with their relationship to death and predation. As obligate carnivores, all gatorfolk draw power from death by consuming their fallen prey. Among the bokors, this same principle is simply extended to practices of necromancy that are unique to this cold-blooded society. In all cases, however, they live outside the sight (and oversight) of the Iron Kingdomseven when they live within their borders. Life among these tribes varies considerably based on where they are located. The Vorgoi, Vindol, Yhari-Umbrean, and other tribes of the north are often highly nomadic, following herds across the snowy plains and mountains they call home. Other northern tribes have constructed settlements at the far edges of Khadoran territory, becoming nominally Khadoran citizens while still maintaining much of their own unique cultureand located so far away from major cities that they are largely free of imperial supervision. Southern tribes occupy a greater variety of ecological niches. The Arjun make their homes in the marshy lands near Ramarck, while the Idriansundoubtedly the largest of the human tribes remaining in western Immorenrange across much of the arid Bloodstone Marches. Many of the Idrian were subjected to sword-point conversions to the worship of Menoth during the heyday of the Protectorate. Some still regard themselves are Protectorate citizens first, while others have taken advantage of the breakdown of that theocracy to return to their old lives in the surrounding desert. Among many citizens of the Iron Kingdoms, the most commonly encountered human tribes are those known colloquially as swampies. These are not actually one tribe but several, occupying marshes and bogs throughout the continent. The swampies near Corvis are culturally distinct from those found near Ramarck, for instance, but both would be considered swampies by outsiders. Wherever they are and whatever traditions they follow, many of the human tribes of the deep wilds have been forced by necessity to enter into alliances with their neighbors, whether those neighbors are the humans of the nearby cities or other wilderness peoples such as gatorfolk or Tharn. Many"
"Throughout western Immoren, in places as distant as the Burningfrost Plains and as near as the Widower's Wood at the base of Corvis, human tribes still live in seclusion, much as they have done since the days of the ancient Molgur. Some among these tribes are Devourer worshippers, nomadic hunters who live just as their ancestors did. Others have taken on certain trappings of their \"civilized\" neighbors, including the worship of Menoth or Morrow or Thamar. Bokors and Spirits Gatorfolk as a whole are not particularly reverent creatures. While most acknowledge either Kossk or Barnabas\u2014or both\u2014 as the deities of their people, few of them offer up prayers or engage in the sorts of religious behavior commonly found among other societies throughout western Immoren. This should not, however, be taken to imply that gatorfolk are not spiritual beings. Indeed, the bokors of the gatorfolk traffic with spirits in ways that few other individuals on Caen would think to\u2014or ever dare. To these gatorfolk, spirits are not distant beings to be appeased or avoided. They are tools, neighbors like any others, to be either dominated by the gatorfolk or to make truces with for mutual benefit. The intense and close-knit connection between gatorfolk and the spirits of their swamp homes may have something to do with their relationship to death and predation. As obligate carnivores, all gatorfolk draw power from death by consuming their fallen prey. Among the bokors, this same principle is simply extended to practices of necromancy that are unique to this cold-blooded society. In all cases, however, they live outside the sight (and oversight) of the Iron Kingdoms\u2014even when they live within their borders. Life among these tribes varies considerably based on where they are located. The Vorgoi, Vindol, Yhari-Umbrean, and other tribes of the north are often highly nomadic, following herds across the snowy plains and mountains they call home. Other northern tribes have constructed settlements at the far edges of Khadoran territory, becoming nominally Khadoran citizens while still maintaining much of their own unique culture\u2014and located so far away from major cities that they are largely free of imperial supervision. Southern tribes occupy a greater variety of ecological niches. The Arjun make their homes in the marshy lands near Ramarck, while the Idrians\u2014undoubtedly the largest of the human tribes remaining in western Immoren\u2014range across much of the arid Bloodstone Marches. Many of the Idrian were subjected to sword-point conversions to the worship of Menoth during the heyday of the Protectorate. Some still regard themselves are Protectorate citizens first, while others have taken advantage of the breakdown of that theocracy to return to their old lives in the surrounding desert. Among many citizens of the Iron Kingdoms, the most commonly encountered human tribes are those known colloquially as \"swampies.\" These are not actually one tribe but several, occupying marshes and bogs throughout the continent. The swampies near Corvis are culturally distinct from those found near Ramarck, for instance, but both would be considered swampies by outsiders. Wherever they are and whatever traditions they follow, many of the human tribes of the deep wilds have been forced by necessity to enter into alliances with their neighbors, whether those neighbors are the humans of the nearby cities or other wilderness peoples such as gatorfolk or Tharn. Many"
]
}
]
@@ -11561,7 +11561,7 @@
}
],
"entries": [
"You utter a curse that fills the air with an aura of malevolent energy, hindering the attacks of your enemies. Until the start of your next turn, hostile creatures within 60 feet of you or in your control range take a 2 penalty to attack rolls."
"You utter a curse that fills the air with an aura of malevolent energy, hindering the attacks of your enemies. Until the start of your next turn, hostile creatures within 60 feet of you or in your control range take a \u22122 penalty to attack rolls."
],
"classes": {
"fromClassList": [
@@ -12864,7 +12864,7 @@
}
],
"entries": [
"A swirling vortex of energy extends out from you in a 15-foot radius. Until the spell ends, the vortex moves with you, remaining centered on you. For the duration, each hostile creature in the area takes a 2 penalty to all attack rolls. The spell ends if you are {@condition incapacitated}."
"A swirling vortex of energy extends out from you in a 15-foot radius. Until the spell ends, the vortex moves with you, remaining centered on you. For the duration, each hostile creature in the area takes a \u22122 penalty to all attack rolls. The spell ends if you are {@condition incapacitated}."
],
"classes": {
"fromClassList": [
@@ -13198,4 +13198,4 @@
]
}
]
}
}
@@ -1190,7 +1190,7 @@
]
},
{
"name": "Aura of Corruption (Recharge 56)",
"name": "Aura of Corruption (Recharge 5\u20136)",
"entries": [
"The priest creates an aura that corrupts the very air around it. Each living creature within 30 feet of the priest takes 3 ({@damage 1d6}) necrotic damage, and all plant life in the area withers and dies. In addition, each creature that is not a construct or undead in the affected area must succeed on a DC 13 Constitution saving throw or become {@condition poisoned} for 1 minute."
]
@@ -1441,13 +1441,13 @@
]
},
{
"name": "Field Mechanik (Recharge 56)",
"name": "Field Mechanik (Recharge 5\u20136)",
"entries": [
"The ironmonger chooses one construct, vehicle, mechanikal device, or steam armor that it can see within 5 feet of it. The chosen creature or object regains 3 ({@damage 1d6}) hit points."
]
},
{
"name": "Machine Hex (Recharge 56)",
"name": "Machine Hex (Recharge 5\u20136)",
"entries": [
"The ironmonger chooses one construct, vehicle, or structure that it can see within 30 feet of it. Until the start of the ironmonger's next turn, the ironmonger and its allies have advantage on attack rolls against the chosen target."
]
@@ -1765,7 +1765,7 @@
"cr": "9",
"trait": [
{
"name": "Back to Work! (Recharge 56)",
"name": "Back to Work! (Recharge 5\u20136)",
"entries": [
"When a deathbound revenant drops to 0 hit points within 30 feet of the captain, the captain can take a bonus action to order the revenant back to work. The revenant's corporeal form disintegrates as usual but reconstitutes within 30 feet of the captain at the start of the captain's next turn."
]
@@ -2060,13 +2060,13 @@
]
},
{
"name": "Craft Scrap Thrall (Recharge 56)",
"name": "Craft Scrap Thrall (Recharge 5\u20136)",
"entries": [
"The necrotech crafts a scrap thrall, which appears in an unoccupied space on the ground within 10 feet of the necrotech and is friendly to it. This ability also recharges when a creature drops to 0 hit points within 10 feet of the necrotech."
]
},
{
"name": "Field Necrotech (Recharge 56)",
"name": "Field Necrotech (Recharge 5\u20136)",
"entries": [
"The necrotech chooses one construct, vehicle, undead thrall, mechanikal device, or steam armor that it can see within 5 feet of it. The chosen creature or object regains 4 ({@damage 1d8}) hit points."
]
@@ -2135,7 +2135,7 @@
]
},
{
"name": "Craft Stitch Thrall (Recharge 56)",
"name": "Craft Stitch Thrall (Recharge 5\u20136)",
"entries": [
"The necrosurgeon crafts a stitch thrall, which appears in an unoccupied space on the ground within 10 feet of the necrosurgeon and is friendly to it. This ability also recharges when a humanoid drops to 0 hit points within 10 feet of the necrosurgeon or any of its stitch thralls."
]
@@ -2626,7 +2626,7 @@
],
"reaction": [
{
"name": "Whipping Winds (Recharge 56)",
"name": "Whipping Winds (Recharge 5\u20136)",
"entries": [
"If the witch or an ally of the witch within 5 feet of it is targeted by a ranged attack, the witch can use its reaction to impose disadvantage on the attack roll."
]
@@ -2814,7 +2814,7 @@
]
},
{
"name": "Side Step (Recharge 56)",
"name": "Side Step (Recharge 5\u20136)",
"entries": [
"When the witch hits a living creature with a blood razor attack, it can use its reaction to take the Dash action."
]
@@ -2996,7 +2996,7 @@
]
},
{
"name": "Knockout Strike (Recharge 56)",
"name": "Knockout Strike (Recharge 5\u20136)",
"entries": [
"When the wrecker hits a target with a melee weapon attack, the target must succeed on a DC 12 Constitution saving throw or be {@condition stunned} until the end of the creature's next turn. If the target is already stunned, it is knocked {@condition unconscious} instead."
]
@@ -3191,7 +3191,7 @@
]
},
{
"name": "Beguilement (Recharge 56)",
"name": "Beguilement (Recharge 5\u20136)",
"entries": [
"The warwitch targets one creature it can see. If the target can see the warwitch, the target must succeed on a DC 14 Wisdom saving throw or be {@condition charmed} by the warwitch until the end of its next turn. The charmed creature regards the warwitch as a friendly acquaintance. The warwitch can use its Sneak Attack on the charmed target even if it doesn't have advantage on the attack roll, as long as the warwitch doesn't have disadvantage on the attack roll."
]
@@ -3586,7 +3586,7 @@
"type": "entries",
"name": "Spellcasting Focus",
"entries": [
"You can use a {@filter weapon with the Sacral property|items|source=IRKNEmp;type=martial weapon} as a spellcasting focus for your blood witch spells. Bloodletting implementsthe {@item Sacral Blade|IRKNEmp}, {@item Ritual Blade|IRKNEmp}, and {@item Blood Razor|IRKNEmp}all have the sacral property and are martial weapons."
"You can use a {@filter weapon with the Sacral property|items|source=IRKNEmp;type=martial weapon} as a spellcasting focus for your blood witch spells. Bloodletting implements\u2014the {@item Sacral Blade|IRKNEmp}, {@item Ritual Blade|IRKNEmp}, and {@item Blood Razor|IRKNEmp}\u2014all have the sacral property and are martial weapons."
]
}
]
@@ -5982,36 +5982,36 @@
"2",
"3",
"2",
"",
"",
""
"\u2014",
"\u2014",
"\u2014"
],
[
"4th",
"2",
"4",
"3",
"",
"",
""
"\u2014",
"\u2014",
"\u2014"
],
[
"5th",
"2",
"4",
"3",
"",
"",
""
"\u2014",
"\u2014",
"\u2014"
],
[
"6th",
"2",
"4",
"3",
"",
"",
""
"\u2014",
"\u2014",
"\u2014"
],
[
"7th",
@@ -6019,8 +6019,8 @@
"5",
"4",
"2",
"",
""
"\u2014",
"\u2014"
],
[
"8th",
@@ -6028,8 +6028,8 @@
"6",
"4",
"2",
"",
""
"\u2014",
"\u2014"
],
[
"9th",
@@ -6037,8 +6037,8 @@
"6",
"4",
"2",
"",
""
"\u2014",
"\u2014"
],
[
"10th",
@@ -6046,8 +6046,8 @@
"7",
"4",
"3",
"",
""
"\u2014",
"\u2014"
],
[
"11th",
@@ -6055,8 +6055,8 @@
"8",
"4",
"3",
"",
""
"\u2014",
"\u2014"
],
[
"12th",
@@ -6064,8 +6064,8 @@
"8",
"4",
"3",
"",
""
"\u2014",
"\u2014"
],
[
"13th",
@@ -6074,7 +6074,7 @@
"4",
"3",
"2",
""
"\u2014"
],
[
"14th",
@@ -6083,7 +6083,7 @@
"4",
"3",
"2",
""
"\u2014"
],
[
"15th",
@@ -6092,7 +6092,7 @@
"4",
"3",
"2",
""
"\u2014"
],
[
"16th",
@@ -6101,7 +6101,7 @@
"4",
"3",
"3",
""
"\u2014"
],
[
"17th",
@@ -6110,7 +6110,7 @@
"4",
"3",
"3",
""
"\u2014"
],
[
"18th",
@@ -6119,7 +6119,7 @@
"4",
"3",
"3",
""
"\u2014"
],
[
"19th",
@@ -6141,7 +6141,7 @@
]
]
},
"Wraith Spell List Cantrips: chill touch, dancing lights, mending, resistance, true strike. 1st level: bleed, bullet dodger, cloak of fear, detect magic, expeditious retreat, power siphon, shield, snipe. 2nd level: arcane lock, blur, curse of shadows, endless magazine, knock, locate object, parasite, silence, spellpiercer. 3rd level: bestow curse, black spot, calamity, ghost walk, haste, heightened reflexes, refuge, slow. 4th level: confusion, death ward, freedom of movement, locate creature, stoneskin."
"Wraith Spell List \u2014 Cantrips: chill touch, dancing lights, mending, resistance, true strike. 1st level: bleed, bullet dodger, cloak of fear, detect magic, expeditious retreat, power siphon, shield, snipe. 2nd level: arcane lock, blur, curse of shadows, endless magazine, knock, locate object, parasite, silence, spellpiercer. 3rd level: bestow curse, black spot, calamity, ghost walk, haste, heightened reflexes, refuge, slow. 4th level: confusion, death ward, freedom of movement, locate creature, stoneskin."
]
},
{
@@ -7021,36 +7021,36 @@
"3",
"3",
"2",
"",
"",
""
"\u2014",
"\u2014",
"\u2014"
],
[
"4th",
"3",
"4",
"3",
"",
"",
""
"\u2014",
"\u2014",
"\u2014"
],
[
"5th",
"3",
"4",
"3",
"",
"",
""
"\u2014",
"\u2014",
"\u2014"
],
[
"6th",
"3",
"4",
"3",
"",
"",
""
"\u2014",
"\u2014",
"\u2014"
],
[
"7th",
@@ -7058,8 +7058,8 @@
"5",
"4",
"2",
"",
""
"\u2014",
"\u2014"
],
[
"8th",
@@ -7067,8 +7067,8 @@
"6",
"4",
"2",
"",
""
"\u2014",
"\u2014"
],
[
"9th",
@@ -7076,8 +7076,8 @@
"6",
"4",
"2",
"",
""
"\u2014",
"\u2014"
],
[
"10th",
@@ -7085,8 +7085,8 @@
"7",
"4",
"3",
"",
""
"\u2014",
"\u2014"
],
[
"11th",
@@ -7094,8 +7094,8 @@
"8",
"4",
"3",
"",
""
"\u2014",
"\u2014"
],
[
"12th",
@@ -7103,8 +7103,8 @@
"8",
"4",
"3",
"",
""
"\u2014",
"\u2014"
],
[
"13th",
@@ -7113,7 +7113,7 @@
"4",
"3",
"2",
""
"\u2014"
],
[
"14th",
@@ -7122,7 +7122,7 @@
"4",
"3",
"2",
""
"\u2014"
],
[
"15th",
@@ -7131,7 +7131,7 @@
"4",
"3",
"2",
""
"\u2014"
],
[
"16th",
@@ -7140,7 +7140,7 @@
"4",
"3",
"3",
""
"\u2014"
],
[
"17th",
@@ -7149,7 +7149,7 @@
"4",
"3",
"3",
""
"\u2014"
],
[
"18th",
@@ -7158,7 +7158,7 @@
"4",
"3",
"3",
""
"\u2014"
],
[
"19th",
@@ -7868,20 +7868,20 @@
"type": "section",
"name": "Blood Witch",
"entries": [
"The Satyxis launches herself across the deck of an enemy vessel. Her hooked blade slashes across the throats of the sailors she passes, the red spray coalescing into a shower of corrosive blood. The witch twists her sacral blade deep in the human soldiers guts. Her quarrys body swells before detonating in a thunderous eruption of bone and gore that cuts down his closest allies. Weaving her long blade in the air, the priestess prepares to cut into the flesh of a rival champion, lending the strength of her opponents blood to the captain to whom she swears allegiance.",
"The Satyxis launches herself across the deck of an enemy vessel. Her hooked blade slashes across the throats of the sailors she passes, the red spray coalescing into a shower of corrosive blood. The witch twists her sacral blade deep in the human soldier's guts. Her quarry's body swells before detonating in a thunderous eruption of bone and gore that cuts down his closest allies. Weaving her long blade in the air, the priestess prepares to cut into the flesh of a rival champion, lending the strength of her opponent's blood to the captain to whom she swears allegiance.",
"are skilled warriors who transform pain and suffering into pure magical power and fury. Savage and merciless killers, these witches combine martial prowess and arcane might, and they keep their blades wet with the blood of their enemies.",
{
"type": "entries",
"name": "Fueled by Blood",
"entries": [
"Blood witches practice ancient magic that enables them to manipulate the energies of life and death. Using the power of sacrifice, they transform a victims lifeblood into a terrible weapon that unlocks potent arcane effects. Their blood magic makes them terrifying combatants who can bring down foes many times their own size and physical strength. Blood witches also lead their people in rites of blood sacrifice and can divine the future in the blood and entrails of their victims. Whether using blood to fuel themselves in combat or foretelling events to come, blood witches work their magic through a sacral blade shaped by their own hands and tempered in sacrificial blood."
"Blood witches practice ancient magic that enables them to manipulate the energies of life and death. Using the power of sacrifice, they transform a victim's lifeblood into a terrible weapon that unlocks potent arcane effects. Their blood magic makes them terrifying combatants who can bring down foes many times their own size and physical strength. Blood witches also lead their people in rites of blood sacrifice and can divine the future in the blood and entrails of their victims. Whether using blood to fuel themselves in combat or foretelling events to come, blood witches work their magic through a sacral blade shaped by their own hands and tempered in sacrificial blood."
]
},
{
"type": "entries",
"name": "An Unwelcome Practice",
"entries": [
"For blood witches, pain and bloodshed are stepping stones to occult power. The vital essence of every living creature themselves includedis a resource that can be tapped, shaped, and used against their foes. Not surprisingly, the practice of blood magic is feared and reviled by most cultures. Most of those that practice it are brutal and bloodthirsty, like the Satyxis and the Tharn. A few, such as the skorne, simply have a very different relationship with pain and death than most western Immorese cultures do. Almost everyone else views it as a cruel and unwelcome tradition that no right-thinking individual would even consider, much less practice."
"For blood witches, pain and bloodshed are stepping stones to occult power. The vital essence of every living creature\u2014 themselves included\u2014is a resource that can be tapped, shaped, and used against their foes. Not surprisingly, the practice of blood magic is feared and reviled by most cultures. Most of those that practice it are brutal and bloodthirsty, like the Satyxis and the Tharn. A few, such as the skorne, simply have a very different relationship with pain and death than most western Immorese cultures do. Almost everyone else views it as a cruel and unwelcome tradition that no right-thinking individual would even consider, much less practice."
]
},
{
@@ -7903,7 +7903,7 @@
"type": "section",
"name": "Raider",
"entries": [
"Dressed in her boarding gear, a Satyxis whips her lacerator around in a vicious arc, using its serrated blades to slice through meat and bone with ease. As more sea dogs pour onto the deck of the ship, she whirls around in an acrobatic display, slashing and tearing through her enemies in a flurry of death and destruction. A trollkin bandit, clad in leather armor and a greatcoat, emerges from a copse of trees and flourishes his pistols as he holds up a couriers coach outside of Corvis, the City of Ghosts. He deftly dodges a strike from a guardsmans Caspian battleblade and pumps two lightning-quick shots into the humans sternum. Having dispatched the defender, the bandit opens the coach and seizes the small chest within before vanishing back into the trees. An ogrun commander pushes his unit deeper into enemy territory, his sturdy frame made even more imposing by the extensive wear and tear on his well-used armor. His every word inspires his team as they ready their weapons and prepare for battle. All these individuals are raiders, cunning warriors who are masters of hit-and-run tactics. These nimble fighters are experts at fighting in close quarters, using their quickness and deft hands to close in on their enemies and eliminate them swiftly.",
"Dressed in her boarding gear, a Satyxis whips her lacerator around in a vicious arc, using its serrated blades to slice through meat and bone with ease. As more sea dogs pour onto the deck of the ship, she whirls around in an acrobatic display, slashing and tearing through her enemies in a flurry of death and destruction. A trollkin bandit, clad in leather armor and a greatcoat, emerges from a copse of trees and flourishes his pistols as he holds up a courier's coach outside of Corvis, the City of Ghosts. He deftly dodges a strike from a guardsman's Caspian battleblade and pumps two lightning-quick shots into the human's sternum. Having dispatched the defender, the bandit opens the coach and seizes the small chest within before vanishing back into the trees. An ogrun commander pushes his unit deeper into enemy territory, his sturdy frame made even more imposing by the extensive wear and tear on his well-used armor. His every word inspires his team as they ready their weapons and prepare for battle. All these individuals are raiders, cunning warriors who are masters of hit-and-run tactics. These nimble fighters are experts at fighting in close quarters, using their quickness and deft hands to close in on their enemies and eliminate them swiftly.",
{
"type": "entries",
"name": "Dance of Death",
@@ -7935,7 +7935,7 @@
"type": "section",
"name": "Blood Priestess",
"entries": [
"Blood priestesses preserve the ancient traditions of Satyxis blood magic and worship the act of bloodletting itself. Able to harness the arcane force of spilled vitality, these priestesses perform sacred rituals of primal power that predate Toruks reign. They use the blood of fresh victims to evoke potent spells and safeguard the lives of those they deem worthy, including such preeminent figures as Skarre Ravenmane, the self-styled Queen of the Broken Coast."
"Blood priestesses preserve the ancient traditions of Satyxis blood magic and worship the act of bloodletting itself. Able to harness the arcane force of spilled vitality, these priestesses perform sacred rituals of primal power that predate Toruk's reign. They use the blood of fresh victims to evoke potent spells and safeguard the lives of those they deem worthy, including such preeminent figures as Skarre Ravenmane, the self-styled \"Queen of the Broken Coast.\""
]
}
]
@@ -7951,7 +7951,7 @@
"type": "section",
"name": "Blood Seer",
"entries": [
"A blood seer can use the blood and viscera of slain foes to divine the strands of future and fate alike. This bloody fortune-telling guides the strikes of the blood seer and any allies with unerring accuracy and lethal potency. Sacrificial rites empower a blood seers sacral weapon, allowing it to serve as a conduit for the very energies of life and death."
"A blood seer can use the blood and viscera of slain foes to divine the strands of future and fate alike. This bloody fortune-telling guides the strikes of the blood seer and any allies with unerring accuracy and lethal potency. Sacrificial rites empower a blood seer's sacral weapon, allowing it to serve as a conduit for the very energies of life and death."
]
}
]
@@ -8031,7 +8031,7 @@
"type": "section",
"name": "Bloodgorger",
"entries": [
"Among the most feared of all of Toruks soldiers are the cannibalistic bloodgorgers. Even though the tradition began with the blighted trollkin kriels of the Scharde Islands, others among the Dragonfathers most bloodthirsty followers have taken up the mantle and learned how to use their blighted resilience as both weapon and armor in the slaughter of their enemies. The ferocity and cruelty bloodgorgers demonstrate in battle would be enough to make them widely reviled, but their eating habits are what make them as abhorred as infernal cultists. Not content merely to butcher those who stand against them, bloodgorgers delight in feasting upon the fallen. Each mouthful of flesh allows these vicious barbarians to heal even the most grievous woundsand they arent shy whatsoever about stuffing their maws while their foes are still alive. Regardless of their origins, all bloodgorgers are touched by the blight of the Dragonfather. They have to be, in order to survive the grisly feasts they partake in. For many of them, this blight manifests itself in cadaverous flesh, sharp spines, and curving horns. Their teeth sharpen to wicked points, and their warped constitution allows them to take unnatural sustenance from the flesh and blood of their foes. Mere blight is not the only reason bloodgorgers exhibit such terrible ferocity, however. They have combined their own unnatural resilience with the arts of blood sacrifice, taken from the occult practices of the Satyxis and the ancient rites of Devourer worshippers. Bloodgorgers unquenchable thirst for battle not only empowers them to grisly deeds, but also fills their enemies with horror as the ravenous barbarians pour from their ships to slake their terrible appetites."
"Among the most feared of all of Toruk's soldiers are the cannibalistic bloodgorgers. Even though the tradition began with the blighted trollkin kriels of the Scharde Islands, others among the Dragonfather's most bloodthirsty followers have taken up the mantle and learned how to use their blighted resilience as both weapon and armor in the slaughter of their enemies. The ferocity and cruelty bloodgorgers demonstrate in battle would be enough to make them widely reviled, but their eating habits are what make them as abhorred as infernal cultists. Not content merely to butcher those who stand against them, bloodgorgers delight in feasting upon the fallen. Each mouthful of flesh allows these vicious barbarians to heal even the most grievous wounds\u2014and they aren't shy whatsoever about stuffing their maws while their foes are still alive. Regardless of their origins, all bloodgorgers are touched by the blight of the Dragonfather. They have to be, in order to survive the grisly feasts they partake in. For many of them, this blight manifests itself in cadaverous flesh, sharp spines, and curving horns. Their teeth sharpen to wicked points, and their warped constitution allows them to take unnatural sustenance from the flesh and blood of their foes. Mere blight is not the only reason bloodgorgers exhibit such terrible ferocity, however. They have combined their own unnatural resilience with the arts of blood sacrifice, taken from the occult practices of the Satyxis and the ancient rites of Devourer worshippers. Bloodgorgers' unquenchable thirst for battle not only empowers them to grisly deeds, but also fills their enemies with horror as the ravenous barbarians pour from their ships to slake their terrible appetites."
]
}
]
@@ -8047,7 +8047,7 @@
"type": "section",
"name": "Gladiator",
"entries": [
"Though sometimes regarded as cruel and archaic by the more progressive among the citizenry, fighting pits remain a common sight throughout the Iron Kingdoms. From Corvis to Five Fingers and from Skirov to Leryn, an enterprising fighter can almost always find a match in which to score a few extra coinsat the risk of losing a few teeth, of course. Some of these bouts are refereed and rules-bound, whether fighting bare-knuckle to knockout or armed to first blood. Others are brutal, no-holds-barred events that end in death and frequently pit mortal fighters against savage beasts captured in the wilds of Immoren and starved into a frenzy. The fighters who populate these brutal arenas come from all walks of life and bring to bear every kind of skill imaginable, but all those who thrive in the pits share a few things in common: they are tough, fearless, and capable of playing the crowd. A good gladiator isnt just one who wins. A good gladiator gets people to bet, fires them up, and makes them cheer on the inevitable victoryor the crushing defeat. Such individuals can be found all over the Iron Kingdoms, but they and the fighting pits where they make their names are most common in the darkened port of Blackwater. This pirate citys fighting pits are as vicious as they come, and the living are as likely to fight the dead as they are other gladiators or strange monstrosities hauled in from the jungles of Cryx. Those who survive a long time in the pits of Blackwater become legends and can command a surprisingly comfortable lifestyle, considering their less-than- savory environs."
"Though sometimes regarded as cruel and archaic by the more progressive among the citizenry, fighting pits remain a common sight throughout the Iron Kingdoms. From Corvis to Five Fingers and from Skirov to Leryn, an enterprising fighter can almost always find a match in which to score a few extra coins\u2014at the risk of losing a few teeth, of course. Some of these bouts are refereed and rules-bound, whether fighting bare-knuckle to knockout or armed to first blood. Others are brutal, no-holds-barred events that end in death and frequently pit mortal fighters against savage beasts captured in the wilds of Immoren and starved into a frenzy. The fighters who populate these brutal arenas come from all walks of life and bring to bear every kind of skill imaginable, but all those who thrive in the pits share a few things in common: they are tough, fearless, and capable of playing the crowd. A good gladiator isn't just one who wins. A good gladiator gets people to bet, fires them up, and makes them cheer on the inevitable victory\u2014or the crushing defeat. Such individuals can be found all over the Iron Kingdoms, but they and the fighting pits where they make their names are most common in the darkened port of Blackwater. This pirate city's fighting pits are as vicious as they come, and the living are as likely to fight the dead as they are other gladiators or strange monstrosities hauled in from the jungles of Cryx. Those who survive a long time in the pits of Blackwater become legends and can command a surprisingly comfortable lifestyle, considering their less-than- savory environs."
]
}
]
@@ -8063,7 +8063,7 @@
"type": "section",
"name": "Stormsinger",
"entries": [
"As long as ships have plied the seas, men and women have sung tales of their adventures upon the open water. Sea shanties began as a way for crews to keep rhythm when hauling aloft a sail or pulling oars in unison, but they quickly became a way to record and celebrate the joys and terrors of the high seas. Over time, these songs gained the power to invoke the very things they described. Native magical traditions rapidly emerged in the wake of this newly discovered capacity, and sailors soon taught each other how to use this power to aid their own navigation and hinder enemy ships. The ports and routes in and around the Scharde Islands were historically the main seat of this tradition. When Toruks corruption took root, the power of his blight flowed naturally into these established channels, making the Stormsingers of Cryx a terrifying force capable of calling up fair winds to speed their vessels into battle or gales powerful enough to wreck the sturdiest opponent. But the Stormsinger tradition is not inherently Cryxian, and Stormsingers can be found among the navies of any seafaring nation and even in some civilian trade and fishing fleets."
"As long as ships have plied the seas, men and women have sung tales of their adventures upon the open water. Sea shanties began as a way for crews to keep rhythm when hauling aloft a sail or pulling oars in unison, but they quickly became a way to record and celebrate the joys and terrors of the high seas. Over time, these songs gained the power to invoke the very things they described. Native magical traditions rapidly emerged in the wake of this newly discovered capacity, and sailors soon taught each other how to use this power to aid their own navigation and hinder enemy ships. The ports and routes in and around the Scharde Islands were historically the main seat of this tradition. When Toruk's corruption took root, the power of his blight flowed naturally into these established channels, making the Stormsingers of Cryx a terrifying force capable of calling up fair winds to speed their vessels into battle or gales powerful enough to wreck the sturdiest opponent. But the Stormsinger tradition is not inherently Cryxian, and Stormsingers can be found among the navies of any seafaring nation and even in some civilian trade and fishing fleets."
]
}
]
@@ -8079,7 +8079,7 @@
"type": "section",
"name": "Marine",
"entries": [
"Naval combat has been a part of life in western Immoren for centuries. Over the years, a special breed of soldier has developed: one who is as comfortable on the deck of a ship as on the battlefield. Whether they were trained at the naval academies of Ord or Cygnar or simply honed their skills aboard the pirate ships plying the Meredius, these marines specialize in ship-to-ship combat and understand the value of versatility and mobility at sea. They can be found in virtually every nationeven landlocked Llael trains equivalents who guard riverboats. Some are soldiers serving crown and country, others are mercenaries in the employ of trading concerns such as the Mercarian League, and most of the rest are nothing more than pirates who use their skills to raid and plunder. The advent of firearms changed the face of warfare in western Immoren, and nowhere was that truer than upon the open sea. Ship-to-ship fighting often gets up close and personal in a hurry, but it usually begins with an exchange of fire before the ships get close enough for a boarding action. Accordingly, marines train in the use of firearms of all types in order to provide devastating volleys as their ship closes with the foe, and they are equally adept at engaging in a vicious, close-in skirmish once boarding actions begin. They also learn to fight under some of the most punishing circumstances, as sea battles take place upon the pitching decks of spray-slicked ships, often under a hail of cannon fire and in less-than-ideal weather. All these skills make marines deadly fighters at sea or on land and serve them well whether theyre defending a ship from attack or launching an attack themselves."
"Naval combat has been a part of life in western Immoren for centuries. Over the years, a special breed of soldier has developed: one who is as comfortable on the deck of a ship as on the battlefield. Whether they were trained at the naval academies of Ord or Cygnar or simply honed their skills aboard the pirate ships plying the Meredius, these marines specialize in ship-to-ship combat and understand the value of versatility and mobility at sea. They can be found in virtually every nation\u2014even landlocked Llael trains equivalents who guard riverboats. Some are soldiers serving crown and country, others are mercenaries in the employ of trading concerns such as the Mercarian League, and most of the rest are nothing more than pirates who use their skills to raid and plunder. The advent of firearms changed the face of warfare in western Immoren, and nowhere was that truer than upon the open sea. Ship-to-ship fighting often gets up close and personal in a hurry, but it usually begins with an exchange of fire before the ships get close enough for a boarding action. Accordingly, marines train in the use of firearms of all types in order to provide devastating volleys as their ship closes with the foe, and they are equally adept at engaging in a vicious, close-in skirmish once boarding actions begin. They also learn to fight under some of the most punishing circumstances, as sea battles take place upon the pitching decks of spray-slicked ships, often under a hail of cannon fire and in less-than-ideal weather. All these skills make marines deadly fighters at sea or on land and serve them well whether they're defending a ship from attack or launching an attack themselves."
]
}
]
@@ -8095,7 +8095,7 @@
"type": "section",
"name": "Shroud Knight",
"entries": [
"Wrapped in a pall of living darkness, a shroud knight is a terrifying sight. Fortunately for most of the living, these creatures are rare outside the Nightmare Empire, and even in Cryx, they are few and far between. The largest concentration of shroud knights can be found among the banes, for these grim warriors tap into the same dark energies that animate the ancient dead. Whether they stand among the living or the dead, shroud knights are among the eeriest and deadliest warriors ever to haunt the battlefields and cursed places of Caen. Because they wield powers inimical to life, they seldom find much welcome among the living. As a result, most shroud knightsliving or deadare part of the forces of the Nightmare Empire. They are not the only ones, however. The soldiers of ancient Morrdh are believed to have counted shroud knights among their numbers, and some modern-day Thamarites on the mainland have learned to harness the shadows of the grave in order to master this ominous martial style. As shroud knights grow in power, however, the aura of darkness that surrounds them grows ever more tangible, and hiding the truth of their abilities from those around them becomes difficult, if not impossible. Even though the recent edicts of greater acceptance for Thamarites on the mainland have made it easier for shroud knights to exist alongside the living, sooner or later, most seek refuge among the dead. Few people know of these energies at all, but many of those believe that only the dead can wield them, for the chill touch of a banes shadow is enough to leach the warmth and vitality from almost any living soul. Yet some who still stand on this side of the veil have learned to reach beyond Caen and harness the same energy that animates the banes, turning it against their foes and using it to bolster their own resilience."
"Wrapped in a pall of living darkness, a shroud knight is a terrifying sight. Fortunately for most of the living, these creatures are rare outside the Nightmare Empire, and even in Cryx, they are few and far between. The largest concentration of shroud knights can be found among the banes, for these grim warriors tap into the same dark energies that animate the ancient dead. Whether they stand among the living or the dead, shroud knights are among the eeriest and deadliest warriors ever to haunt the battlefields and cursed places of Caen. Because they wield powers inimical to life, they seldom find much welcome among the living. As a result, most shroud knights\u2014living or dead\u2014are part of the forces of the Nightmare Empire. They are not the only ones, however. The soldiers of ancient Morrdh are believed to have counted shroud knights among their numbers, and some modern-day Thamarites on the mainland have learned to harness the shadows of the grave in order to master this ominous martial style. As shroud knights grow in power, however, the aura of darkness that surrounds them grows ever more tangible, and hiding the truth of their abilities from those around them becomes difficult, if not impossible. Even though the recent edicts of greater acceptance for Thamarites on the mainland have made it easier for shroud knights to exist alongside the living, sooner or later, most seek refuge among the dead. Few people know of these energies at all, but many of those believe that only the dead can wield them, for the chill touch of a bane's shadow is enough to leach the warmth and vitality from almost any living soul. Yet some who still stand on this side of the veil have learned to reach beyond Caen and harness the same energy that animates the banes, turning it against their foes and using it to bolster their own resilience."
]
}
]
@@ -8111,7 +8111,7 @@
"type": "section",
"name": "Order of the Witch",
"entries": [
"The art of the gun mage is considered a refined and gallant tradition by those who live in the Iron Kingdoms, where teachers at arcane schools instruct promising students in how to wield their rune-inscribed pistols, enabling these dashing officers to face down even hulking warjacks. This mystical martial discipline is also carefully cultivated and protected by lone masters who pass their secrets to their protégés. Given the extent to which the art is guarded by military schools and private practitioners alike, it is both surprising and unnerving that Cryx seems to have unlocked the secrets of the craft. Witchlock-wielding gunslingers now play a critical role for the Nightmare Empire, particularly among its fleets and the ranks of the Satyxis. Early gun mages in the Scharde Islands emerged by chance. Satyxis raiders commonly signed their shots with their blood, often smeared over runes blessing the ball of metal to hit true and rend flesh. But for those who had the Gift of Magic coursing through their veins, the very act was a fortuitous discovery and a merger of two artsrune shot and blood magic. These unintended early experiments often ended with explosive results that ripped apart both the victim and the pistol that fired the shot, but Cryxian ironmongers eventually fashioned their own form of magelocks after examining the pistols of mainland gun mages and discovering the means by which rare and magically resonant metals were used to manufacture such weapons. After countless hours spent hammering upon metal ritually drenched in blood and improving upon their previous failures, ogrun artisans finally succeeded in creating a uniquely Cryxian version of these powerful weapons. Although these firearmsknown as witchlocksexude an aura of death, they require their muzzles to be loaded and are not as advanced as their mainland equivalents. They are often tipped with bayonets and placed in the hands of those who practice blood magic, making these arcane gunslingers a threat both at range and in melee. Each witchlock pistol is fashioned for a particular gunslinger, making it a match for its wielders unique interpretation of this arcane art. This focus upon the singular nature of both the weapon and its wielder is no accident. Despite their similarities, Cryxs mystical sharpshooters jealously guard their spells and rituals and would rather murder each other than reveal how they use blood magic to empower their ammunition and gun powder."
"The art of the gun mage is considered a refined and gallant tradition by those who live in the Iron Kingdoms, where teachers at arcane schools instruct promising students in how to wield their rune-inscribed pistols, enabling these dashing officers to face down even hulking warjacks. This mystical martial discipline is also carefully cultivated and protected by lone masters who pass their secrets to their protégés. Given the extent to which the art is guarded by military schools and private practitioners alike, it is both surprising and unnerving that Cryx seems to have unlocked the secrets of the craft. Witchlock-wielding gunslingers now play a critical role for the Nightmare Empire, particularly among its fleets and the ranks of the Satyxis. Early gun mages in the Scharde Islands emerged by chance. Satyxis raiders commonly signed their shots with their blood, often smeared over runes blessing the ball of metal to hit true and rend flesh. But for those who had the Gift of Magic coursing through their veins, the very act was a fortuitous discovery and a merger of two arts\u2014rune shot and blood magic. These unintended early experiments often ended with explosive results that ripped apart both the victim and the pistol that fired the shot, but Cryxian ironmongers eventually fashioned their own form of magelocks after examining the pistols of mainland gun mages and discovering the means by which rare and magically resonant metals were used to manufacture such weapons. After countless hours spent hammering upon metal ritually drenched in blood and improving upon their previous failures, ogrun artisans finally succeeded in creating a uniquely Cryxian version of these powerful weapons. Although these firearms\u2014known as witchlocks\u2014exude an aura of death, they require their muzzles to be loaded and are not as advanced as their mainland equivalents. They are often tipped with bayonets and placed in the hands of those who practice blood magic, making these arcane gunslingers a threat both at range and in melee. Each witchlock pistol is fashioned for a particular gunslinger, making it a match for its wielder's unique interpretation of this arcane art. This focus upon the singular nature of both the weapon and its wielder is no accident. Despite their similarities, Cryx's mystical sharpshooters jealously guard their spells and rituals and would rather murder each other than reveal how they use blood magic to empower their ammunition and gun powder."
]
}
]
@@ -8143,7 +8143,7 @@
"type": "section",
"name": "Iron Monger",
"entries": [
"Originating among the Scharde ogrun of the Nightmare Empire, the iron monger tradition prizes strength as highly as ingenuity, and its adherents are more than willing to wade into the thick of battle should the situation call for it. The first iron mongers served aboard Cryxs dreaded blackships. Many iron mongers still do, but the tradition has spread to other ships and forces throughout Cryx and even to unaffiliated pirate fleets along the Broken Coast. Iron mongers are fearsome warriors and skilled mechaniks who are as adept at tearing enemy jacks apart as they are at keeping their own in good repair. Their brute strength often causes foes to underestimate their cunning and ingenuity right up until the moment their jacks, their vehicles, and even their fortifications begin falling apart around them. Having honed their talents aboard the eerie ships of the Black Fleet, iron mongers have learned to invoke the dark magic that permeates Cryxian engineering, allowing them to call down effective curses that can strip warjacks apart or render mechanikal weapons more deadly. Ultimately, iron mongers are as comfortable when theyre on the deck of a ship or in the heat of battle as they are when theyre up to their elbows in the gears of their latest invention. They combine a touch of dark magic with the pragmatic know-how of a field mechanik and the strength of a warrior, and they are often found fighting shoulder to shoulder with the very jacks they repair and marshal."
"Originating among the Scharde ogrun of the Nightmare Empire, the iron monger tradition prizes strength as highly as ingenuity, and its adherents are more than willing to wade into the thick of battle should the situation call for it. The first iron mongers served aboard Cryx's dreaded blackships. Many iron mongers still do, but the tradition has spread to other ships and forces throughout Cryx and even to unaffiliated pirate fleets along the Broken Coast. Iron mongers are fearsome warriors and skilled mechaniks who are as adept at tearing enemy 'jacks apart as they are at keeping their own in good repair. Their brute strength often causes foes to underestimate their cunning and ingenuity\u2014 right up until the moment their 'jacks, their vehicles, and even their fortifications begin falling apart around them. Having honed their talents aboard the eerie ships of the Black Fleet, iron mongers have learned to invoke the dark magic that permeates Cryxian engineering, allowing them to call down effective curses that can strip warjacks apart or render mechanikal weapons more deadly. Ultimately, iron mongers are as comfortable when they're on the deck of a ship or in the heat of battle as they are when they're up to their elbows in the gears of their latest invention. They combine a touch of dark magic with the pragmatic know-how of a field mechanik and the strength of a warrior, and they are often found fighting shoulder to shoulder with the very 'jacks they repair and marshal."
]
}
]
@@ -8159,7 +8159,7 @@
"type": "section",
"name": "Necrotech",
"entries": [
"Eccentric is probably the kindest thing a necrotech has ever been called. These twisted creatures are tasked with the vital role of building not only the helljacks and bonejacks of the Nightmare Empire but also the many haphazardly augmented undead warriors that make up the armies of Cryx. Unfortunately, such work tends to have a negative impact on the stability of the practitioner. Indeed, many necrotechs are deranged to the point of being a danger to their fellow Cryxianswhich would be a bigger problem if most of their fellow Cryxians werent already dead and therefore werent in a position to mind too much if someone borrows an arm or a leg here and there. Despite their unpredictability, necrotechs are absolutely vital to the Cryxian war machine and are therefore given a remarkable amount of freedom to carry out their experiments as they see fit. All that matters is that they continue to produce creations that are useful to the Dragonfathers plans. Although most necrotechs are happy to take a bone saw to a still-living prisoner, they dont view their actions as cruel. Instead, they see themselves as improving on what is already thereand its difficult to call them hypocrites, since theyre as likely to experiment on themselves as on their victims. Over time, most necrotechs make so many idiosyncratic alterations to their own physiology that it becomes difficult to identify their origins as normal mortals. Many are undead, making such augmentations less painful and logistically simpler to perform, but even living necrotechs typically boast mechanized claws, skittering legs, and other self-made improvements."
"\"Eccentric\" is probably the kindest thing a necrotech has ever been called. These twisted creatures are tasked with the vital role of building not only the helljacks and bonejacks of the Nightmare Empire but also the many haphazardly augmented undead warriors that make up the armies of Cryx. Unfortunately, such work tends to have a negative impact on the stability of the practitioner. Indeed, many necrotechs are deranged to the point of being a danger to their fellow Cryxians\u2014which would be a bigger problem if most of their fellow Cryxians weren't already dead and therefore weren't in a position to mind too much if someone borrows an arm or a leg here and there. Despite their unpredictability, necrotechs are absolutely vital to the Cryxian war machine and are therefore given a remarkable amount of freedom to carry out their experiments as they see fit. All that matters is that they continue to produce creations that are useful to the Dragonfather's plans. Although most necrotechs are happy to take a bone saw to a still-living prisoner, they don't view their actions as cruel. Instead, they see themselves as improving on what is already there\u2014and it's difficult to call them hypocrites, since they're as likely to experiment on themselves as on their victims. Over time, most necrotechs make so many idiosyncratic alterations to their own physiology that it becomes difficult to identify their origins as normal mortals. Many are undead, making such augmentations less painful and logistically simpler to perform, but even living necrotechs typically boast mechanized claws, skittering legs, and other self-made \"improvements."
]
}
]
@@ -8175,7 +8175,7 @@
"type": "section",
"name": "Dying Hand",
"entries": [
"The Church of Toruk is a pervasive entity in Cryx and the Scharde Islands, and it actively suppresses other religions and demands obedience to the Dragonfather. Those who serve the church welcome the blight and see it as Toruks divine will remaking them in his image. Monks of the Way of the Dying Hand serve the Church of Toruk as its sanctified enforcers and executioners. They search far and wide for apostates, those who question Toruks authority, and anyone the priesthood deems a problem. As their skill grows, they gain the ability to harvest souls, for all the souls of the Scharde people belong to Toruk and his servants."
"The Church of Toruk is a pervasive entity in Cryx and the Scharde Islands, and it actively suppresses other religions and demands obedience to the Dragonfather. Those who serve the church welcome the blight and see it as Toruk's divine will remaking them in his image. Monks of the Way of the Dying Hand serve the Church of Toruk as its sanctified enforcers and executioners. They search far and wide for apostates, those who question Toruk's authority, and anyone the priesthood deems a problem. As their skill grows, they gain the ability to harvest souls, for all the souls of the Scharde people belong to Toruk and his servants."
]
}
]
@@ -8191,7 +8191,7 @@
"type": "section",
"name": "Vigil Knight",
"entries": [
"The most unusual of all Cygnars knightly orders, the Knights of the Highgate Vigilknown to most common folk as the Knights of the Vigiloccupy a key role in defending the mainland against threats from the Nightmare Empire and anything else that might menace the Iron Kingdoms from the west. Eschewing bulky armor and weapons, these knights are more like rangers and scouts than the heavily equipped warriors most often associated with the name. Based out of Highgate, the Knights of the Vigil not only patrol the Cygnaran coast and the nearby Wyrmwall Mountains, but also garrison many of the lonely watchtowers that make up Cygnars first line of defense against attacks from the sea. Favoring crossbows, shortswords, and other weapons they can use to strike silently when needed, the Knights of the Vigil often work in very small groups. Because they frequently take on much more numerous foes, they know well the value of discretion. These differences are not the only ones that separate them from other knightly orders, however. The defense of Cygnars coast is about more than just having eyes on the water. Equally important is the intelligence that the knights gather from port towns, pirate ships, and anyone who can be coerced into speaking by means of deception, the threat of violence, or the promise of coin. Empowered to do whatever they deem necessary to acquire the information they seek, the Knights of the Vigil frequently work undercover to infiltrate pirate crews. They are even said to have agents in Blackwater, whose seedy taverns make ideal locations for paying off informants. Whether cozying up with pirates and cutthroats in western Immorens most disreputable dives or patrolling the wildest parts of the Broken Coast, the Knights of the Vigil are imposing individuals who are nevertheless stretched thin in a never-ending watch over the coasts of Cygnar. PIRATE DAYS, CYGNARAN KNIGHTS Each Knight of the Vigil swears an oath upon joining the order, but not all knights abide by these pledges forever. Even though everyone sworn into the order was a Cygnaran citizen at one time, some have forsaken their former country and thrown in their lot with the pirates they once spied on. All active Knights of the Vigil serve the Cygnaran military, but the order is granted enough leeway that its possible to play a Knight of the Vigil who has gone rogue and is living just about any life imaginable."
"The most unusual of all Cygnar's knightly orders, the Knights of the Highgate Vigil\u2014known to most common folk as the Knights of the Vigil\u2014occupy a key role in defending the mainland against threats from the Nightmare Empire and anything else that might menace the Iron Kingdoms from the west. Eschewing bulky armor and weapons, these knights are more like rangers and scouts than the heavily equipped warriors most often associated with the name. Based out of Highgate, the Knights of the Vigil not only patrol the Cygnaran coast and the nearby Wyrmwall Mountains, but also garrison many of the lonely watchtowers that make up Cygnar's first line of defense against attacks from the sea. Favoring crossbows, shortswords, and other weapons they can use to strike silently when needed, the Knights of the Vigil often work in very small groups. Because they frequently take on much more numerous foes, they know well the value of discretion. These differences are not the only ones that separate them from other knightly orders, however. The defense of Cygnar's coast is about more than just having eyes on the water. Equally important is the intelligence that the knights gather from port towns, pirate ships, and anyone who can be coerced into speaking by means of deception, the threat of violence, or the promise of coin. Empowered to do whatever they deem necessary to acquire the information they seek, the Knights of the Vigil frequently work undercover to infiltrate pirate crews. They are even said to have agents in Blackwater, whose seedy taverns make ideal locations for paying off informants. Whether cozying up with pirates and cutthroats in western Immoren's most disreputable dives or patrolling the wildest parts of the Broken Coast, the Knights of the Vigil are imposing individuals who are nevertheless stretched thin in a never-ending watch over the coasts of Cygnar. PIRATE DAYS, CYGNARAN KNIGHTS Each Knight of the Vigil swears an oath upon joining the order, but not all knights abide by these pledges forever. Even though everyone sworn into the order was a Cygnaran citizen at one time, some have forsaken their former country and thrown in their lot with the pirates they once spied on. All active Knights of the Vigil serve the Cygnaran military, but the order is granted enough leeway that it's possible to play a Knight of the Vigil who has gone rogue and is living just about any life imaginable."
]
}
]
@@ -8207,7 +8207,7 @@
"type": "section",
"name": "Seafarer",
"entries": [
"Seafarers may come in all shapes and sizes, but they all go to the same place: the bow of a ship, their eyes ever fixed on the next horizon. They may be pirates, naval officers, explorers, or profiteers, but whoever they are and whatever their origins, they only truly come alive on the deck of a ship as it cuts through the waters of the Meredius. Whether they are captains of their own vessels or merely extremely valuable crewor, in some cases, simply well-off patrons capable of chartering a ship to take them where they wish to goseafarers can be found chasing the horizon on all kinds of vessels, of all sizes, all over the Meredius. Many seafarers are inveterate explorers who are always looking for new experiences and new places to go. They are often drawn to the islands of the Southern Reach and even distant Zu. Others simply love the feel of sea spray on their face and dont much care where their ship is headed as long as its plying the waves. From the deadly Satyxis who stands on the gunwale of a blackship with a dagger in her teeth to the Ordic privateer with a letter of marque tucked into his jacket to the Mercarian League trader bound for the lucrative ports of Zu, seafarers come from all walks of life and put their skills to use in all manner of ways on ships that cut the waves from Uldenfrost to Mercir and beyond. Less focused on hunting and stalking prey than many of their mainland ranger peers, seafarers are prized by sailors for their navigation skills, their ability to follow the seemingly impossible trails of other ships, and their uncanny knack for predicting the weather. The fact that most of them are also deadly accurate shots doesnt hurt, either."
"Seafarers may come in all shapes and sizes, but they all go to the same place: the bow of a ship, their eyes ever fixed on the next horizon. They may be pirates, naval officers, explorers, or profiteers, but whoever they are and whatever their origins, they only truly come alive on the deck of a ship as it cuts through the waters of the Meredius. Whether they are captains of their own vessels or merely extremely valuable crew\u2014or, in some cases, simply well-off patrons capable of chartering a ship to take them where they wish to go\u2014seafarers can be found chasing the horizon on all kinds of vessels, of all sizes, all over the Meredius. Many seafarers are inveterate explorers who are always looking for new experiences and new places to go. They are often drawn to the islands of the Southern Reach and even distant Zu. Others simply love the feel of sea spray on their face and don't much care where their ship is headed as long as it's plying the waves. From the deadly Satyxis who stands on the gunwale of a blackship with a dagger in her teeth to the Ordic privateer with a letter of marque tucked into his jacket to the Mercarian League trader bound for the lucrative ports of Zu, seafarers come from all walks of life and put their skills to use in all manner of ways on ships that cut the waves from Uldenfrost to Mercir and beyond. Less focused on hunting and stalking prey than many of their mainland ranger peers, seafarers are prized by sailors for their navigation skills, their ability to follow the seemingly impossible trails of other ships, and their uncanny knack for predicting the weather. The fact that most of them are also deadly accurate shots doesn't hurt, either."
]
}
]
@@ -8223,7 +8223,7 @@
"type": "section",
"name": "Buccaneer",
"entries": [
"The sea lanes of the Scharde Islands are home to many who have lived on the water their entire life. Many are born to fishing families; others very quickly join the ranks of pirates who patrol the Meredius and surrounding waters. For many of these born to the sea, fighting on a deck as it buckles violently during a storm and moving about the rigging of a ship to get the drop on an opponent become second nature. These masters of shipboard combat are known as buccaneers. Their value is not limited to this sphere, however. The lessons learned on a bucking deckmove fast, strike hard, dance away from dangertranslate very well to land, making buccaneers a valuable addition to any raiding party. Buccaneers often operate independently of whatever force they are currently allied with. Despite having a reputation for being headstrong and temperamental, they are well respected by the captains who employ them. Because all buccaneers share a rough bond of kinship, two buccaneers employed by opposing forces will often ignore the fighting around them and seek one another out for single combat, saluting each other before falling into a graceful but deadly dance."
"The sea lanes of the Scharde Islands are home to many who have lived on the water their entire life. Many are born to fishing families; others very quickly join the ranks of pirates who patrol the Meredius and surrounding waters. For many of these born to the sea, fighting on a deck as it buckles violently during a storm and moving about the rigging of a ship to get the drop on an opponent become second nature. These masters of shipboard combat are known as buccaneers. Their value is not limited to this sphere, however. The lessons learned on a bucking deck\u2014move fast, strike hard, dance away from danger\u2014translate very well to land, making buccaneers a valuable addition to any raiding party. Buccaneers often operate independently of whatever force they are currently allied with. Despite having a reputation for being headstrong and temperamental, they are well respected by the captains who employ them. Because all buccaneers share a rough bond of kinship, two buccaneers employed by opposing forces will often ignore the fighting around them and seek one another out for single combat, saluting each other before falling into a graceful but deadly dance."
]
}
]
@@ -8239,7 +8239,7 @@
"type": "section",
"name": "Necrosurgeon",
"entries": [
"Necrosurgeons are necrotech specialists tasked with maintaining thralls and crafting replacements as they are destroyed in battle. They spend countless hours bent over carcasses, enthusiastically drilling, digging, and sewing while attended to by stitch thrallssmall undead assistants that mindlessly collect bits of corpses for their attending surgeon. As they sift through the piles of fresh human debris their stitch thralls bring them, they often set aside the choicest parts for later use in improving mechanithralls or fabricating stitch thrall assistants. The necromechanikal workshops on the island of Cryx are more like abattoirs than laboratories. There, in the heart of the Nightmare Empire, necrotechs are free to gather their gruesome resources openly. The meat markets and slave stalls of Blackwater and Dreggsmouth provide them with an ample supply of parts, and great harvests of bodies are delivered to them daily from battlefields near and far, either claimed by the Dragonfathers own forces as fresh kills or scavenged from the sites of recent conflicts. With each wagonload of parts that makes its way to these shapers of dead flesh, Cryxs army grows as its enemies forces diminish."
"Necrosurgeons are necrotech specialists tasked with maintaining thralls and crafting replacements as they are destroyed in battle. They spend countless hours bent over carcasses, enthusiastically drilling, digging, and sewing while attended to by stitch thralls\u2014small undead assistants that mindlessly collect bits of corpses for their attending surgeon. As they sift through the piles of fresh human debris their stitch thralls bring them, they often set aside the choicest parts for later use in improving mechanithralls or fabricating stitch thrall assistants. The necromechanikal workshops on the island of Cryx are more like abattoirs than laboratories. There, in the heart of the Nightmare Empire, necrotechs are free to gather their gruesome resources openly. The meat markets and slave stalls of Blackwater and Dreggsmouth provide them with an ample supply of parts, and great harvests of bodies are delivered to them daily from battlefields near and far, either claimed by the Dragonfather's own forces as fresh kills or scavenged from the sites of recent conflicts. With each wagonload of parts that makes its way to these shapers of dead flesh, Cryx's army grows as its enemies' forces diminish."
]
}
]
@@ -8255,7 +8255,7 @@
"type": "section",
"name": "Warwitch Siren",
"entries": [
"The warwitch tradition is distinct from most Cryxian magic in that it is derived from a potent synthesis of dark Orgoth techniques and the blighted power of Lord Toruk. Warwitches specialize in illusion and trickery, using shadow and enticement to cloud the minds of their opponents. Warwitches are not trained and drilled in the manner of most troops. Their way is a lineage more akin to a shamanic tradition passed on from generation to generation. Because the tradition is historically matrilineal, the majority of warwitches are female, but there is no prescription against anyone of any gender becoming one. Any promising child who shows the proper talent could be taken in by the warwitch matriarchs and trained in their dark ways. The exact details of the training process are a closely guarded secret known by few outside the innermost circles of power in the Nightmare Empire, but they include developing a deep, instinctual grasp of tactics and command in order to transform initiates into extremely effective battlefield commanders. Rumors abound of several types of warwitches, but the type most often found in the world at large is the dreaded siren. These witches specialize in temptationnot only of the senses, but of the mind as well. They hold out promises of whatever their victims desire, only to reveal it too late as bait in a deadly trap. Ingenious and subtle, sirens have been known to offer riches, power, or victory to those who fall under their wiles."
"The warwitch tradition is distinct from most Cryxian magic in that it is derived from a potent synthesis of dark Orgoth techniques and the blighted power of Lord Toruk. Warwitches specialize in illusion and trickery, using shadow and enticement to cloud the minds of their opponents. Warwitches are not trained and drilled in the manner of most troops. Their way is a lineage more akin to a shamanic tradition passed on from generation to generation. Because the tradition is historically matrilineal, the majority of warwitches are female, but there is no prescription against anyone of any gender becoming one. Any promising child who shows the proper talent could be taken in by the warwitch matriarchs and trained in their dark ways. The exact details of the training process are a closely guarded secret known by few outside the innermost circles of power in the Nightmare Empire, but they include developing a deep, instinctual grasp of tactics and command in order to transform initiates into extremely effective battlefield commanders. Rumors abound of several types of warwitches, but the type most often found in the world at large is the dreaded siren. These witches specialize in temptation\u2014not only of the senses, but of the mind as well. They hold out promises of whatever their victims desire, only to reveal it too late as bait in a deadly trap. Ingenious and subtle, sirens have been known to offer riches, power, or victory to those who fall under their wiles."
]
}
]
@@ -8271,7 +8271,7 @@
"type": "section",
"name": "Dirge Seer",
"entries": [
"All creatures are susceptible to the influence of magic through their bloodline or environment, but for those who live in the Scharde Islands, the most potent natural force—by far—is the blight of Toruk, which pervades the area. Among Cryxians, it is as much a part of the environment as primal spirits are in less tainted regions. As such, many who have a natural aptitude for magic find themselves touched by the black claw of Lord Toruk when they experience their magical awakening. All but a few are shunned by those around them as they begin to exhibit an inbuilt ability to control the blight. Often, they are driven mad by the revelation that their power is inherently inimical to life itself. Those few who remain sane are drawn together by the call of the blight and form covens. Known as dirge seers, these sorcerers train together to control and amplify their inherent magical abilities and to master vicious modes of combat that blend melee skills with their powerful magic. Because of their fearsome mystic bloodlust and savage rituals, dirge seers are usually feared and shunned by the unblighted inhabitants of the Scharde Islands. They are said to be able to use their victims gore to scry fate much like Satyxis blood witches, but their manifestation of this power is based on their veneration of and connection to Lord Toruk. Dirge seers worship the Dragonfather through acts of violence, and they regard the act of battle as a form of prayer. Accordingly, they are often found on battlefields covered in the blood of their victims as they scream Toruks name in praise. Despite all this, they sometimes sail aboard pirate vessels helmed by captains willing to turn a blind eye to their strange ways in exchange for an advantage over fate."
"All creatures are susceptible to the influence of magic through their bloodline or environment, but for those who live in the Scharde Islands, the most potent natural force\u2014by far\u2014is the blight of Toruk, which pervades the area. Among Cryxians, it is as much a part of the environment as primal spirits are in less tainted regions. As such, many who have a natural aptitude for magic find themselves touched by the black claw of Lord Toruk when they experience their magical awakening. All but a few are shunned by those around them as they begin to exhibit an inbuilt ability to control the blight. Often, they are driven mad by the revelation that their power is inherently inimical to life itself. Those few who remain sane are drawn together by the call of the blight and form covens. Known as dirge seers, these sorcerers train together to control and amplify their inherent magical abilities and to master vicious modes of combat that blend melee skills with their powerful magic. Because of their fearsome mystic bloodlust and savage rituals, dirge seers are usually feared and shunned by the unblighted inhabitants of the Scharde Islands. They are said to be able to use their victims' gore to scry fate much like Satyxis blood witches, but their manifestation of this power is based on their veneration of and connection to Lord Toruk. Dirge seers worship the Dragonfather through acts of violence, and they regard the act of battle as a form of prayer. Accordingly, they are often found on battlefields covered in the blood of their victims as they scream Toruk's name in praise. Despite all this, they sometimes sail aboard pirate vessels helmed by captains willing to turn a blind eye to their strange ways in exchange for an advantage over fate."
]
}
]
@@ -8319,7 +8319,7 @@
"type": "section",
"name": "Swashbuckler",
"entries": [
"Ever since the emergence of warcasters and warjacks, every coastal nation has worked to incorporate its warcasters into its naval forces. Cryx and Ord have some of the most potent seafaring warcasters in western Immoren, but even the more landlocked nations have developed maritime warcaster traditions to help their commercial fleets as they sail up and down the rivers of the Iron Kingdoms. Your warcaster training was mastered on the high seas, amid adventuring, sailing, and plundering. You are an expert in boarding actions and close-quarters fighting, and not many on the Meredius can hold their own against you for long. Your magical talents have gotten you farpossibly far enough to command your own ship and crew."
"Ever since the emergence of warcasters and warjacks, every coastal nation has worked to incorporate its warcasters into its naval forces. Cryx and Ord have some of the most potent seafaring warcasters in western Immoren, but even the more landlocked nations have developed maritime warcaster traditions to help their commercial fleets as they sail up and down the rivers of the Iron Kingdoms. Your warcaster training was mastered on the high seas, amid adventuring, sailing, and plundering. You are an expert in boarding actions and close-quarters fighting, and not many on the Meredius can hold their own against you for long. Your magical talents have gotten you far\u2014possibly far enough to command your own ship and crew."
]
}
]
@@ -8335,7 +8335,7 @@
"type": "section",
"name": "Soulweaver",
"entries": [
"Even among societies where magic is commonplace, some lore is considered anathema. Controlling the elements, weaving enchantment and illusion, and redefining the laws of physics are accepted, but darker arts are spoken of in shadowed cornersand even then, only in whispers. Some arcane devotees hunger for lore long forbidden or forgotten and are willing to ignore the horrified expressions of their friends as they delve into secret rituals that bypass the flesh and instead lay hold upon the soul. These profane scholars are known as soulweavers. To them, the soul of another being is little more than fuela means to achieve the impossible. This callous disregard for other lives often puts soulweavers at odds with society. Deception often becomes second nature for these wizards as a result of all the time they spend hiding their true capabilities."
"Even among societies where magic is commonplace, some lore is considered anathema. Controlling the elements, weaving enchantment and illusion, and redefining the laws of physics are accepted, but darker arts are spoken of in shadowed corners\u2014and even then, only in whispers. Some arcane devotees hunger for lore long forbidden or forgotten and are willing to ignore the horrified expressions of their friends as they delve into secret rituals that bypass the flesh and instead lay hold upon the soul. These profane scholars are known as soulweavers. To them, the soul of another being is little more than fuel\u2014a means to achieve the impossible. This callous disregard for other lives often puts soulweavers at odds with society. Deception often becomes second nature for these wizards as a result of all the time they spend hiding their true capabilities."
]
}
]
@@ -8351,7 +8351,7 @@
"type": "section",
"name": "Blight",
"entries": [
"Blight is the most potent and pervasive marker of Lord Toruks presence. This dragonborne malady, which perverts and corrupts flesh, flora, fauna, and even the earth itself, permeates all things in Cryx and makes a mockery of all creation. Such a powerful force is naturally the primary focus for the priests of Toruk. In exchange for a fragment of this corrupting power, they allow their bodies to become twisted and mutated, their minds filled only with the dark song that calls out from the Dragonfather to their broken and screaming souls. Countless numbers of Toruks clerics remain within the halls of his tremendous chapel-citadel in Skell, keeping as close as they dare to his wasting presence as they sing his praises, but many venture out into the world to spread his corruption in ways both direct and subtle. The Dragonfathers clerics are rarely seen in the open on the mainland because their corrupting presence gives them away quickly, but some operate there in secret, whether moving through the hive-tunnels of their cephalyx allies or masquerading as minor functionaries in human cities. The mere presence of a powerful blight-infested cleric in a town is occasionally enough to disrupt crops and trade in pursuit of"
"Blight is the most potent and pervasive marker of Lord Toruk's presence. This dragonborne malady, which perverts and corrupts flesh, flora, fauna, and even the earth itself, permeates all things in Cryx and makes a mockery of all creation. Such a powerful force is naturally the primary focus for the priests of Toruk. In exchange for a fragment of this corrupting power, they allow their bodies to become twisted and mutated, their minds filled only with the dark song that calls out from the Dragonfather to their broken and screaming souls. Countless numbers of Toruk's clerics remain within the halls of his tremendous chapel-citadel in Skell, keeping as close as they dare to his wasting presence as they sing his praises, but many venture out into the world to spread his corruption in ways both direct and subtle. The Dragonfather's clerics are rarely seen in the open on the mainland because their corrupting presence gives them away quickly, but some operate there in secret, whether moving through the hive-tunnels of their cephalyx allies or masquerading as minor functionaries in human cities. The mere presence of a powerful blight-infested cleric in a town is occasionally enough to disrupt crops and trade in pursuit of"
]
}
]
@@ -8367,7 +8367,7 @@
"type": "section",
"name": "Undying",
"entries": [
"Most of those who adventure under a sworn oath are bound by noble tenets, but not all of them pledge their lives in the service of a greater goal. Some are driven by greed, anger, and self-interest. The stubborn conviction of these wrathful individuals is so pervasive that they are boundin some cases, even beyond the graveto the selfish pursuit of their objectives. In some cases, their fixation makes them easy prey for more powerful minds, and those sworn to this type of oath are often found in the service of a powerful figure who can either steer their obsession or obtain binding oaths of subservience with the promise of a common goal. TAKING THE OATH By its very nature, the Oath Undying is far from noble and lends itself to characters of an undead or reborn nature. Those who assume the Oath Undying often do so after a traumatic death and their subsequent resurrection from beyond the grave. While a paladin may choose this Sacred Oath as normal, a paladin of at least 3rd level can replace an existing oath with the Oath Undying. The paladin replaces the features specific to any previously sworn oath with Oath Undying features, but retains all paladin class levels. TENETS UNDYING The tenets of the Oath Undying are self-serving and ignoble. Nothing matters more to those sworn to this oath than their own selves, or those to whom they owe their rebirth. The cries of the suffering and the innocent do not reach their ears; only their own continued existence and pursuit of darker goals hold sway over them. Mercy and sacrifice are unknown concepts, replaced by hatred, spite, and loathing."
"Most of those who adventure under a sworn oath are bound by noble tenets, but not all of them pledge their lives in the service of a greater goal. Some are driven by greed, anger, and self-interest. The stubborn conviction of these wrathful individuals is so pervasive that they are bound\u2014in some cases, even beyond the grave\u2014to the selfish pursuit of their objectives. In some cases, their fixation makes them easy prey for more powerful minds, and those sworn to this type of oath are often found in the service of a powerful figure who can either steer their obsession or obtain binding oaths of subservience with the promise of a common goal. TAKING THE OATH By its very nature, the Oath Undying is far from noble and lends itself to characters of an undead or reborn nature. Those who assume the Oath Undying often do so after a traumatic death and their subsequent resurrection from beyond the grave. While a paladin may choose this Sacred Oath as normal, a paladin of at least 3rd level can replace an existing oath with the Oath Undying. The paladin replaces the features specific to any previously sworn oath with Oath Undying features, but retains all paladin class levels. TENETS UNDYING The tenets of the Oath Undying are self-serving and ignoble. Nothing matters more to those sworn to this oath than their own selves, or those to whom they owe their rebirth. The cries of the suffering and the innocent do not reach their ears; only their own continued existence and pursuit of darker goals hold sway over them. Mercy and sacrifice are unknown concepts, replaced by hatred, spite, and loathing."
]
}
]
@@ -8869,7 +8869,7 @@
"value": 12500,
"firearm": true,
"entries": [
"Forged by black ogrun weaponsmiths, smog belchers are heavy culverin-style cannons. Their true power lies in the corrupting clouds of ash their projectiles produce on impacta choking haze of toxic fumes that rots flesh and destroys the lungs.",
"Forged by black ogrun weaponsmiths, smog belchers are heavy culverin-style cannons. Their true power lies in the corrupting clouds of ash their projectiles produce on impact\u2014a choking haze of toxic fumes that rots flesh and destroys the lungs.",
"{@b Firearm.} This weapon requires smog belcher shells.",
"{@b AOE (5).} The weapon affects a 5-foot radius area on impact.",
"{@b Magazine (1).} This firearm holds 1 shell before requiring a reload (action).",
@@ -9361,7 +9361,7 @@
"entries": [
"{@b Dedicated Necromechanika.} Rune Points: 1 | Capacitor: Heartbeat generator",
"A compass that functions in the wild and dark energy-saturated sea lanes around Cryx, where normal compasses spin randomly.",
"When using a blight compass, you can expend 1 charge from the item's capacitor to cause the needle to orient toward the position of Toruk's lair for a few secondslong enough to get a navigational bearing."
"When using a blight compass, you can expend 1 charge from the item's capacitor to cause the needle to orient toward the position of Toruk's lair for a few seconds\u2014long enough to get a navigational bearing."
],
"rarity": "none"
},
@@ -9667,7 +9667,7 @@
"S"
],
"entries": [
"Many different forms of tusks and horns are common adornmentsand secondary weapon systemsused on a variety of helljacks.",
"Many different forms of tusks and horns are common adornments\u2014and secondary weapon systems\u2014used on a variety of helljacks.",
"A creature hit by this weapon must make a Strength saving throw with a DC of 8 + the helljack's Strength modifier + its proficiency bonus. On a failed save, the creature is knocked prone."
]
},
@@ -10051,7 +10051,7 @@
"Adapted from fishing nets of woven metal cables used for capturing large sea animals, the heavy weights on this simple weapon help tangle the limbs of enemy steamjacks and crew.",
"A Large or smaller creature hit by a weighted net is restrained until it is freed. A weighted net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 15 Strength check, freeing itself or another creature within its reach on a success. Dealing 15 slashing damage to the net (AC 16) also frees the creature without harming it.",
"When you use an action, bonus action, or reaction to attack with a weighted net, you can make only one attack regardless of the number of attacks you can normally make.",
"Barbed Net variant: 45 gp a creature that fails a Strength check to escape takes 2d6 slashing damage."
"Barbed Net variant: 45 gp \u2014 a creature that fails a Strength check to escape takes 2d6 slashing damage."
]
},
{
@@ -10063,7 +10063,7 @@
"value": 2000,
"weight": 0,
"entries": [
"Recharge (56). As an action, the helljack releases a 20-foot sphere of caustic fog centered on itself. Each creature in the area must succeed on a DC 14 Constitution saving throw or take 4d6 acid damage."
"Recharge (5\u20136). As an action, the helljack releases a 20-foot sphere of caustic fog centered on itself. Each creature in the area must succeed on a DC 14 Constitution saving throw or take 4d6 acid damage."
]
},
{
@@ -10113,7 +10113,7 @@
"value": 1500,
"weight": 30,
"entries": [
"Helljacks only. Some helljacks are adorned with especially large tusks and hornsadornments too massive for the frames of their smaller bonejack cousins.",
"Helljacks only. Some helljacks are adorned with especially large tusks and horns\u2014adornments too massive for the frames of their smaller bonejack cousins.",
"A creature hit by this weapon takes 3d8 bludgeoning damage and must make a Strength saving throw with a DC of 12 + the warjack's Strength modifier + its proficiency bonus. On a failed save, the creature is knocked prone."
]
},
@@ -10882,7 +10882,7 @@
"type": "entries",
"name": "Banes",
"entries": [
"Starting at 1st level, you can choose a bane for your charactera special restriction that limits your character in some way. When you choose a bane, you gain an additional binding slot, locus, or spectral power of your choice. You can choose an additional bane at 6th, 11th, and 17th level but can't take the same bane more than once.",
"Starting at 1st level, you can choose a bane for your character\u2014a special restriction that limits your character in some way. When you choose a bane, you gain an additional binding slot, locus, or spectral power of your choice. You can choose an additional bane at 6th, 11th, and 17th level but can't take the same bane more than once.",
"When you gain a bane, you can choose one from the Banes table or determine it randomly.",
{
"type": "table",
@@ -11350,7 +11350,7 @@
"type": "entries",
"name": "Satyxis",
"entries": [
"Satyxis live longer than humans, and they measure their lives in stages of crashing and retreating like the waves and tides. Their closely guarded language, Satyxi, is replete with metaphors about the sea. Outside of Satyx, the vast majority of Satyxis one might encounter are in a cresting and crashing stage called hlazeka, which is marked by aggression and ambition. Satyxis serve their mandatory military service in the Black Fleet during this time, raiding and pillaging under the black flag. By contrast, the low and withdrawing stage called zolile draws these warrior women home to pursue more mundane and community-focused pursuits, such as being artisans, rearing children, engaging in agriculture, and tending fisheries. At any given time, about four times as many Satyxis are in zolile as are in hlazeka. Like the tides, which ebb and flow in a perpetual cycle, most Satyxis repeat these life cycles until they are drawn into a leadership role, die, or become too infirm to continue. The transition from one life-stage to another is usually marked by a ceremony undertaken under Calders new moona time when many Satyxis swear binding oaths consecrated in blood. Such oaths are made after some accomplishment that can be seen as a milestone, whether victory in a military campaign or notable battle, a good harvest, raising a daughter to womanhood, or killing a notable foe. Typically, any Satyxis who declares such an oath will have sought counsel from an elder, a leader, or a ships captain; surprise declarations are exceedingly rare. Regardless of what stage of life a Satyxis has sworn herself to, she is dangerous in ways mainlanders cannot understand. Satyxis society is inextricably bound up in blood rituals and cycles of predation, making this race almost universally feared and despised by the majority of non-Cryxians. Satyxis have become less likely to be killed on sight in most mainland coastal cities since the Claiming, but fear and hatred of these warrior women and their blood sorcery runs deep.",
"Satyxis live longer than humans, and they measure their lives in stages of crashing and retreating like the waves and tides. Their closely guarded language, Satyxi, is replete with metaphors about the sea. Outside of Satyx, the vast majority of Satyxis one might encounter are in a \"cresting and crashing\" stage called hlazeka, which is marked by aggression and ambition. Satyxis serve their mandatory military service in the Black Fleet during this time, raiding and pillaging under the black flag. By contrast, the \"low and withdrawing\" stage called zolile draws these warrior women home to pursue more mundane and community-focused pursuits, such as being artisans, rearing children, engaging in agriculture, and tending fisheries. At any given time, about four times as many Satyxis are in zolile as are in hlazeka. Like the tides, which ebb and flow in a perpetual cycle, most Satyxis repeat these life cycles until they are drawn into a leadership role, die, or become too infirm to continue. The transition from one life-stage to another is usually marked by a ceremony undertaken under Calder's new moon\u2014a time when many Satyxis swear binding oaths consecrated in blood. Such oaths are made after some accomplishment that can be seen as a milestone, whether victory in a military campaign or notable battle, a good harvest, raising a daughter to womanhood, or killing a notable foe. Typically, any Satyxis who declares such an oath will have sought counsel from an elder, a leader, or a ship's captain; surprise declarations are exceedingly rare. Regardless of what stage of life a Satyxis has sworn herself to, she is dangerous in ways mainlanders cannot understand. Satyxis society is inextricably bound up in blood rituals and cycles of predation, making this race almost universally feared and despised by the majority of non-Cryxians. Satyxis have become less likely to be killed on sight in most mainland coastal cities since the Claiming, but fear and hatred of these warrior women and their blood sorcery runs deep.",
{
"type": "entries",
"name": "Sea Wanderers",
@@ -11370,7 +11370,7 @@
"type": "entries",
"name": "Revenant",
"entries": [
"I have caused whole graveyards to give up their dead and have commanded those corpses to rise back to their feet and march against the families who interred them. I have made the broken bodies of soldiers and paupers dance like marionettes at my whims. But these were little better than crude, risen thralls. They had no spark of intellect because I chose not to give it to them. Yet I have also witnessed the walking dead who bear that glimmer of life, the look of cravingor of anger. These revenants are more than simple thralls. Their spirits are as complex and varied as those of the living. I have no desire to create undead such as those. When I bring a corpse to its feet, I need to know that it will obey me. Darragh Wrathe, master necromancer The backbone of the armies of Cryx is the legion of shambling undead known as thralls. Through a mixture of arcane runes, necromancy, and necromechanikal engineering, these reanimated cadavers lurch and groan, possessed of a limited intelligence capable of nothing more than mindless laboring and tearing the enemies of Cryx apart. Most thralls are reanimated by runes carved into their bones and fleshpowerful necromantic sigils that empower a dead body with arcane energy and bind an unliving corpse to a necromancers will. But another breed of the living dead exists in the Nightmare Empire: autonomous beings not bound to a necromancers commands. Granted independent thought and agency through complex thrall runes, the use of willful spirits claimed from the void, or other occult practices, these undead rise far above the typical mindless minion. They are among the most terrifying of the Nightmare Empires undead servants, not just because of their cunning, but because of their unique and unusual talents. GROSS ANATOMY There are many methods by which Cryxians create corporeal, sentient undead, but all of them begin with the corpse of a deceased humanoid. Necromancers prepare a revenants vessel with animating runes that imbue the remains with a mockery of life. This process would be sufficient if a simple thrall were the desired outcome, but the creation of thinking undead requires additional work. DEAD MEN WALKING The animate, thinking dead most often live on the island of Cryx, where they are so common as to be unremarkable to other Schardefolk, or on nearby islands under the shadow of Lord Toruks influence. They do not walk openly among the mortals of the mainland unless they are participating in one of Cryxs brutal raids. On the Scharde Islands, however, these undead are not viewed with the same kind of terror as they cause elsewhere. Commonplace in the Nightmare Empire, they are often seen as just a different kind of citizen toiling under the banner of the Father of All Dragons."
"I have caused whole graveyards to give up their dead and have commanded those corpses to rise back to their feet and march against the families who interred them. I have made the broken bodies of soldiers and paupers dance like marionettes at my whims. But these were little better than crude, risen thralls. They had no spark of intellect because I chose not to give it to them. Yet I have also witnessed the walking dead who bear that glimmer of life, the look of craving\u2014or of anger. These revenants are more than simple thralls. Their spirits are as complex and varied as those of the living. I have no desire to create undead such as those. When I bring a corpse to its feet, I need to know that it will obey me. \u2014Darragh Wrathe, master necromancer The backbone of the armies of Cryx is the legion of shambling undead known as thralls. Through a mixture of arcane runes, necromancy, and necromechanikal engineering, these reanimated cadavers lurch and groan, possessed of a limited intelligence capable of nothing more than mindless laboring and tearing the enemies of Cryx apart. Most thralls are reanimated by runes carved into their bones and flesh\u2014powerful necromantic sigils that empower a dead body with arcane energy and bind an unliving corpse to a necromancer's will. But another breed of the living dead exists in the Nightmare Empire: autonomous beings not bound to a necromancer's commands. Granted independent thought and agency through complex thrall runes, the use of willful spirits claimed from the void, or other occult practices, these undead rise far above the typical mindless minion. They are among the most terrifying of the Nightmare Empire's undead servants, not just because of their cunning, but because of their unique and unusual talents. GROSS ANATOMY There are many methods by which Cryxians create corporeal, sentient undead, but all of them begin with the corpse of a deceased humanoid. Necromancers prepare a revenant's vessel with animating runes that imbue the remains with a mockery of life. This process would be sufficient if a simple thrall were the desired outcome, but the creation of thinking undead requires additional work. DEAD MEN WALKING The animate, thinking dead most often \"live\" on the island of Cryx, where they are so common as to be unremarkable to other Schardefolk, or on nearby islands under the shadow of Lord Toruk's influence. They do not walk openly among the mortals of the mainland unless they are participating in one of Cryx's brutal raids. On the Scharde Islands, however, these undead are not viewed with the same kind of terror as they cause elsewhere. Commonplace in the Nightmare Empire, they are often seen as just a different kind of citizen toiling under the banner of the Father of All Dragons."
]
}
]
@@ -11383,7 +11383,7 @@
"type": "entries",
"name": "Scharde Ogrun",
"entries": [
"Black ogrun is a bit of misnomer amongst the common folk in the Iron Kingdoms. The black ogrun are little different than the ogrun seen across the mainland kingdoms. Although they are seen only in service of the Dragonfatherspecifically among the Black Fleet, which terrorizes our coastal waters and villagesonly minor differences exist between them and their mainland cousins. Therefore, the only logical conclusion is that they are called black ogrun simply because they fly under the black flags and sails of Cryxian vessels. Viktor Pendrake, speaking to Corvis University on his treatise on the ogrun of western Immoren Terrifying, ruthless, and aggressive, Scharde ogrun tower over most other races and have a strength that awes the other races of western Immoren. Hailing from the Scharde Islands, these creatures live a harsh life that rewards strength, power, and ferocity. They are commonly employed as heavy laborers, smiths, and fighters, and any station they have earned is the result of their fierceness and cunning. BLOOD AND BRUTALITY Scharde ogrun (or black ogrun) are just as large and broad as the ogrun who live in the Iron Kingdoms. Standing at least 7 feet tall, these slabs of muscle and sinew are the backbone of many of the Nightmare Empires endeavors. These brutes have a deserved reputation as fierce fighters and skilled smiths. Their skin ranges in color from paler hues to deep black and everything in between. Most Scharde ogrun dont have hair on their head, but many wear a beard or other facial hair. STURDY STUFF Scharde ogrun live among some of Caens most brutal, ruthless, and toughest people. Not surprisingly, this has made their society more austere than those of their brethren in the Iron Kingdoms. To these ogrun, survival of the fittest is their guiding mantra. This simplistic lifestyle commonly leads them to serve as shock troops and heavy laborers in Cryxs Black Fleet. Although Scharde ogrun have no rigid hierarchy, they will follow the largest and fiercest leader until they become the leader or find an even stronger and more vicious individual to follow. BODIES AND PLUNDER The Scharde Islands are an unforgiving place, and most Scharde ogrun adventure out of necessity. Prized for their strength and ruthlessness, they are particularly useful to the Nightmare Empire, whether dead or alive. Seeking their fate and fortune leads many Scharde ogrun to enlist onto one of the many ships that dock at the Scharde Islands. Some become traders or privateers, but most join the Black Fleet"
"\"Black ogrun\" is a bit of misnomer amongst the common folk in the Iron Kingdoms. The black ogrun are little different than the ogrun seen across the mainland kingdoms. Although they are seen only in service of the Dragonfather\u2014specifically among the Black Fleet, which terrorizes our coastal waters and villages\u2014only minor differences exist between them and their mainland cousins. Therefore, the only logical conclusion is that they are called black ogrun simply because they fly under the black flags and sails of Cryxian vessels. \u2014Viktor Pendrake, speaking to Corvis University on his treatise on the ogrun of western Immoren Terrifying, ruthless, and aggressive, Scharde ogrun tower over most other races and have a strength that awes the other races of western Immoren. Hailing from the Scharde Islands, these creatures live a harsh life that rewards strength, power, and ferocity. They are commonly employed as heavy laborers, smiths, and fighters, and any station they have earned is the result of their fierceness and cunning. BLOOD AND BRUTALITY Scharde ogrun (or \"black ogrun\") are just as large and broad as the ogrun who live in the Iron Kingdoms. Standing at least 7 feet tall, these slabs of muscle and sinew are the backbone of many of the Nightmare Empire's endeavors. These brutes have a deserved reputation as fierce fighters and skilled smiths. Their skin ranges in color from paler hues to deep black and everything in between. Most Scharde ogrun don't have hair on their head, but many wear a beard or other facial hair. STURDY STUFF Scharde ogrun live among some of Caen's most brutal, ruthless, and toughest people. Not surprisingly, this has made their society more austere than those of their brethren in the Iron Kingdoms. To these ogrun, survival of the fittest is their guiding mantra. This simplistic lifestyle commonly leads them to serve as shock troops and heavy laborers in Cryx's Black Fleet. Although Scharde ogrun have no rigid hierarchy, they will follow the largest and fiercest leader until they become the leader or find an even stronger and more vicious individual to follow. BODIES AND PLUNDER The Scharde Islands are an unforgiving place, and most Scharde ogrun adventure out of necessity. Prized for their strength and ruthlessness, they are particularly useful to the Nightmare Empire, whether dead or alive. Seeking their fate and fortune leads many Scharde ogrun to enlist onto one of the many ships that dock at the Scharde Islands. Some become traders or privateers, but most join the Black Fleet"
]
}
]
@@ -11396,7 +11396,7 @@
"type": "entries",
"name": "Specter",
"entries": [
"Flesh is nothing but a hindrance. I have existed for centuries, and in those centuries unnumbered fleshly bodies have been perforated by the bullets of my wraithlock pistols. Yet their own shots have not touched me. Their walls and barriers are no impediment to an ethereal creature like me. They serve only to box in my prey so that they cannot evade me. Some think the loss of the flesh is a sad outcome. I ask, what worth does it even have? Jerventis, pistol wraith of the Host of Tartarus The angry dead never stay quiet for long on Caen. Whether cursed, consumed by the need for revenge, or pulled back to some semblance of life by a master of necromancy, numerous spirits, ghosts, and wraiths haunt the mortal realm, and many of them are among the most formidable agents in Cryxs legions. A shades ethereal form makes it difficult (though not impossible) to kill, but its existence as a spirit leaves its soul vulnerable to being trapped, caged, exorcised, or imprisoned. Spirits of all kinds are found across the entirety of Immoren, including the wraiths that haunt Orgoth tombs, the Void spirits of the skorne, the riven of the elves, and the feralgeists that haunt the bones of wild beasts. But for the people of the Iron Kingdoms, the most common spectral undead they will ever encounter are the restless dead that manifest as unruly poltergeists and the vengeful spirits that haunt the backroads where they were brutally murdered or the graveyards where they have been laid to rest. Unable to move on from the world and tied to it by their undying purpose or curse, these spirits become twisted by their tortured existence, appearing as a mockery of their once- living selves. Of all the restless dead that haunt western Immoren, some of the most dangerous are pistol wraiths, many of whom find their way into the ranks of the armies of the Nightmare Empire. WILL-O-THE-WISPS Regardless of their origin, all spirits share many commonalities. Like all other undead, they do not age, do not need to eat or drink, and do not suffer the ravages of disease and ill health. Despite these apparent benefits, however, undeath offers significant downsides. Although ghosts do not need to eat or drink, they are incapable of enjoying the sensations of consuming succulent food and delicious beverages. They may be able to touch and feel objects, but the strength of these sensations is diminished so much that no pleasure can be gained from them. Specters and ghosts have other hindrances, too. Some spirits have banes, which can either be used to actively harm an undead entity or act as a ward against it. The more powerful the spirit, the more specific and harmful these banes can become. A spirit can also be beholden to items that anchor its essence to Caen. The spirits essence can retreat to one of these items when it has been significantly harmed, but"
"Flesh is nothing but a hindrance. I have existed for centuries, and in those centuries unnumbered fleshly bodies have been perforated by the bullets of my wraithlock pistols. Yet their own shots have not touched me. Their walls and barriers are no impediment to an ethereal creature like me. They serve only to box in my prey so that they cannot evade me. Some think the loss of the flesh is a sad outcome. I ask, what worth does it even have? \u2014Jerventis, pistol wraith of the Host of Tartarus The angry dead never stay quiet for long on Caen. Whether cursed, consumed by the need for revenge, or pulled back to some semblance of life by a master of necromancy, numerous spirits, ghosts, and wraiths haunt the mortal realm, and many of them are among the most formidable agents in Cryx's legions. A shade's ethereal form makes it difficult (though not impossible) to kill, but its existence as a spirit leaves its soul vulnerable to being trapped, caged, exorcised, or imprisoned. Spirits of all kinds are found across the entirety of Immoren, including the wraiths that haunt Orgoth tombs, the Void spirits of the skorne, the riven of the elves, and the feralgeists that haunt the bones of wild beasts. But for the people of the Iron Kingdoms, the most common spectral undead they will ever encounter are the restless dead that manifest as unruly poltergeists and the vengeful spirits that haunt the backroads where they were brutally murdered or the graveyards where they have been laid to rest. Unable to move on from the world and tied to it by their undying purpose or curse, these spirits become twisted by their tortured existence, appearing as a mockery of their once- living selves. Of all the restless dead that haunt western Immoren, some of the most dangerous are pistol wraiths, many of whom find their way into the ranks of the armies of the Nightmare Empire. WILL-O'-THE-WISPS Regardless of their origin, all spirits share many commonalities. Like all other undead, they do not age, do not need to eat or drink, and do not suffer the ravages of disease and ill health. Despite these apparent benefits, however, undeath offers significant downsides. Although ghosts do not need to eat or drink, they are incapable of enjoying the sensations of consuming succulent food and delicious beverages. They may be able to touch and feel objects, but the strength of these sensations is diminished so much that no pleasure can be gained from them. Specters and ghosts have other hindrances, too. Some spirits have banes, which can either be used to actively harm an undead entity or act as a ward against it. The more powerful the spirit, the more specific and harmful these banes can become. A spirit can also be beholden to items that anchor its essence to Caen. The spirit's essence can retreat to one of these items when it has been significantly harmed, but"
]
}
]
@@ -11761,7 +11761,7 @@
}
],
"entries": [
"You choose a creature you can see within range and mark it with a black spot that weakens its defenses, allowing attackers to strike at it more accurately until the spell ends. Make a ranged spell attack against the target. On a hit, the creature takes a 2 penalty to AC, and attacks against it are made with advantage."
"You choose a creature you can see within range and mark it with a black spot that weakens its defenses, allowing attackers to strike at it more accurately until the spell ends. Make a ranged spell attack against the target. On a hit, the creature takes a \u22122 penalty to AC, and attacks against it are made with advantage."
],
"classes": {
"fromClassList": [
@@ -12906,7 +12906,7 @@
],
"entries": [
"You use your connection to deathly energies to strengthen a friendly creature you can see within range. The target gains a +2 bonus to AC, and if the target is a steamjack, the damage of the first attack that hits it is halved.",
"Note: This is the IKRPG version of Death Warda different spell from the PHB spell of the same name."
"Note: This is the IKRPG version of Death Ward\u2014a different spell from the PHB spell of the same name."
],
"classes": {
"fromClassList": [
@@ -13946,7 +13946,7 @@
}
],
"entries": [
"You surround your body with baleful runes that make your attacks strike true. For the duration, hostile creatures within 15 feet of you take a 2 penalty to AC."
"You surround your body with baleful runes that make your attacks strike true. For the duration, hostile creatures within 15 feet of you take a \u22122 penalty to AC."
],
"classes": {
"fromClassList": [
@@ -14130,7 +14130,7 @@
}
],
"entries": [
"You encase a creature in pure entropy, weakening it and drawing it slowly into oblivion. Choose a creature you can see within range. The creature must make a Constitution saving throw. On a failed save, the creature takes a 3 penalty to AC and can't be healed by any means until the spell ends."
"You encase a creature in pure entropy, weakening it and drawing it slowly into oblivion. Choose a creature you can see within range. The creature must make a Constitution saving throw. On a failed save, the creature takes a \u22123 penalty to AC and can't be healed by any means until the spell ends."
],
"classes": {
"fromClassList": [
@@ -14300,7 +14300,7 @@
}
],
"entries": [
"You lash out with a parasitic bolt of energy at one creature you can see within range. The target creature must make a Constitution saving throw. On a failed save, the creature takes a 2 penalty to AC and you gain a +2 bonus to AC for the duration of the spell."
"You lash out with a parasitic bolt of energy at one creature you can see within range. The target creature must make a Constitution saving throw. On a failed save, the creature takes a \u22122 penalty to AC and you gain a +2 bonus to AC for the duration of the spell."
],
"classes": {
"fromClassList": [
@@ -14559,7 +14559,7 @@
}
],
"entries": [
"Dark energy coalesces around a creature of your choice within range, making its strikes deadlier. Each hostile creature within 10 feet of the target has a 2 penalty to AC."
"Dark energy coalesces around a creature of your choice within range, making its strikes deadlier. Each hostile creature within 10 feet of the target has a \u22122 penalty to AC."
],
"classes": {
"fromClassList": [
@@ -14681,7 +14681,7 @@
}
],
"entries": [
"Unnatural shadows merge with your steamjacks, occluding the vision of their enemies while increasing the potency of their own attacks. For the duration, each steamjack under your control and in your control range gains half cover against ranged attacks, and each hostile creature within 10 feet of an affected steamjack has a 2 penalty to AC."
"Unnatural shadows merge with your steamjacks, occluding the vision of their enemies while increasing the potency of their own attacks. For the duration, each steamjack under your control and in your control range gains half cover against ranged attacks, and each hostile creature within 10 feet of an affected steamjack has a \u22122 penalty to AC."
],
"classes": {
"fromClassList": [
@@ -15544,4 +15544,4 @@
]
}
]
}
}